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GA SATURN MAGAZIN 




ISSUE 25 £2.75 |WI 
NOVEMBER 1997 1*1 



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^^^J Images | 


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7^ WORLDWIDE 



SLOPE SLI 
LOBOTOMY: INTERVIEWED! J< 



A TOURING CAR, THE LOST WORLD, 
8, STREET FIGHTER COLLECTION... AND MORE! 



WP 



World Champions 



^> ^ 




Big Bloke. 
Big Game. 



"INCREDIBLY PLAYABLE, THOROUGHLY ENJOYABLE, 
AND A SUPERB SPORTS SIMULATION" 

THE OFFICIAL SEGA SATURN MAGAZINE 



£39.99" 



HLffiuBsia/ 





of the backs, and the aggressi 
jgby gar 



THE BEST SELLING 
RUGBY GAME* 



^msm?^m?s : mmm;- 



SEGA SATURN MAGAZINE 25 



CONTENTS 



EDITORIAL 

Editor UchaidLaadbattai 

Oeputy Editor Mutt Th 



■utor "Manual" Danlallavona 

se Editor Waxian Hanod 

iff Sonic S by th* Sonic Tiin] 



Commercial Director Sudn McClaan 
Croup Ad ■ ■■ , . ■ ■ Liia Hawk« no moia 
Software Mar age r Chris Finn 
Agency Sales Manager Pan] Lanuiotti no 
Agency Sales Executive Cam Dick 
Mail Order Sale; Jutln Wake-man 
Advertising Assistant Auubal Gnu 

Ad Production Executive Natasha Gtoift 



MARKETING 



SEGA LI; 



W Mark Maslowici 



Editorial Contact 3; jo. Millhubeiu, 
The Isla Of Dogi, London, £14 9TZ. 
Talaphona: (0171)971 67110 (no tips calls) 
fax (oiji) 971 6701 



ever the views expressed in this magazine are not 
necessarily those of the publishers or of Sega. 

Although we take great care in ensuring the accura- 
cy of the Information contained in this magazine. 

Copyright 199; UUP lmxgii/St ga. 



System jiX and Mega-CD ar 






images 



EHAP images titles Include 
CVG, Nintendo Magazine, CU 
Amiga and PlayStation Plus. 



M COVER STORY a^a^a^a^a^a^H 
66 SONIC R 

Travellers Tales and the Sonic Team have performed miracles 
with this game - as we discover this month! Sonic R's sheer 
graphical brilliance is matched with Sonic Team gameplay 
design making for an unstoppable racing juggernaut! 



H SHOWCASES 
40 QUAKE 

Lobotomy, Lobotomy. Lobotomy. They succeed 
where others fail in bringing the most techni- 
cally complex PC game over to the lowly 
Saturn. Quake is looking seriously cool, so in 
preparation for next month's review we bring 
you a full-on look at how the game if 
up to date. Prepare for an unbelievable 
screenshot overload! 




16 



■ COMING SOON 
STEEP SLOPE SLIDERS 

Forget Zap! Snowboarding Trix. Erase the Cool Boarders expe- 
rience from your consciousness. Steep Slope Sliders is defi- 
nitely the greatest snowboarding game available for ANY sys- 
tem! And... it's coming to the UK! We take a look... 



I 




46 



52 



■■TIPS L^a^a^a^a^a^a^H 

86 RESIDENT EVIL, PART 2 

SEGA SATURN MAGAZINE is into giving its read- 
ers the very best in tips based entertainment, 
as you would have realised over the last year or 
so. Hence the inclusion of this, the second part 
of our awesome Resident Evil guide. In this 
instalment we deal with the antics of Jill 
Valentine, having already provided you with an 
exhaustive guide to Chris Redfield in the previ- 
ous issue of SEGA SATURN MAGAZINE. Turn to 
page 86 now! 




SEGA TOURING GAR 

54 SEGA TOURING CAR CHAMPIONSHIP 
This game is going to be good. Just how good 
comes down is an issue for the next edition of 
SEGA SATURN MAGAZINE where the review 
appears. Check out the tracks 'n' cars of 
Touring Car - we'll reveal the INCREDIBLE secret 
bits in the next issue - they'll blow you away! 

LOBOTOMY INTERVIEW 

As you might imagine, we're quite keen on 
keeping you informed about the doings of 
Lobotomy Software. In this EXCLUSIVE inter- 
view, SEGA SATURN MAGAZINE talks to the 
master programmers about the arduous tasks 
of converting Duke Nukem 3D and Quake to the 
Saturn... plus we reveal the true brilliance of 
Death Tank - a hidden extra in Duke! 

MARVEL SUPER VILLAINS 

Yes you read that correctly! SEGA SATURN 
MAGAZINE is more than happy to announce the 
codes to play as Doctor Doom and Thanos in 
Marvel Super Heroes. We promised it last 
month and here it is! Plus the deal on "being" 
Anita from DarkStalkers - no shit! 

LAST BRONX 

You can't beat a bit of Last Bronx can you? 
No sir! In this second part of our sort-of-tips 
coverage we bring you the complete tech- 
niques list for four more of the Bronxers! You 
can't say fairer than that, can you? 



SEGA SATURN MAGAZINE USE 
nn | DOLBY SURROUND] 
TO TEST ALL SOFTWARE 



SUBSCRIPTION RATES 

UK £33.00 Airmail Europe £46.00 Airmail Zone 1 £73.00 Eire £46.00. These rates include postage and packing. 

SUBSCRIPTION/BACK ISSUES ENQUIRIES 

Sega Saturn Subscriptions, Sovereign Park, Leicester LE87 4PA. LE16 9EF. Phone (01858) 435350 







WORLDWIDE SOCCER '98 
JOHN MADDEN '98 
STREET FIGHTER COLLECTION 
BUST-AMOVE 3 

Wm REGULARS I 

06 NEWS 

36 VIRTUA WRITER 

38 Q+A 

39 SUBSCRIPTIONS 
SMALL TIPS 

92 COIN-OPERATED 

I 96 BACK ISSUES 

' 97 OUT NOW 

I 98 NEXT MONTH 




Great things are afoot here at SEGA SATURN MAGAZINE. 
This issue, we've completely redesigned the reviews sec 
tion to provide better analysis of the latest releases - that 
means more critical comment as opposed to mere descripti 
screenshots, and basically more of everything. Where appropriate 
reviews are also bigger, meaning that generally from now i 
Showcase coverage will appear a month or two before the 
review. This is just one example of how SSM will improve... 
suppose the big news is that we're increasing our CD cover 
mounts from now on. Some of the stuff we have lined up 
between now and the New Year will blow you away - trust 
Cheers-earsl 
Rich Lead better, 
Editor 




Game Show News 



Game Show storms Tokyo: 

Saturn reigns supreme... again! " 

Biggest Tokyo Game Show to date ■ Impressive Saturn presence ■ Sega unveils the awesome 
Shining Force III ■ Konami commits to Saturn development ■ Huge third party support 




' • ' •■■• • • r 





Sega's booth played host to some amazing new games such as Shining Force III! 



AS THE SINGLE MOST IMPORTANT 
video games event of the year, the 
Tokyo Game Show Autumn 'g7 proved 
to be yet another Saturn success story. 
Held at the Makuhari Messe from 
Friday September 5 to Sunday 
September 7, the show was packed to 
capacity with more than 140,000 

braving the scorching sun to 
get a glimpse at the latest console 
titles currently in development This 
year the event was over 50% bigger 
than the previous show held in the 
spring, officially making the Tokyo 
Game Show the largest computer 
game exhibition in the world. Over 
the course of the following three days 
over 100 companies demonstrated 
more than 500 games, many of which 
were never seen before titles. 



While both the PlayStation and 
Nintendo64 received their share of 
the limelight, it was the Saturn that 
emerged as the machine of the show. 
With Japanese developers firmly com- 
mitted to supporting Sega's 32-bit sys- 
tem, there were some truly stunning 
titles to be ghn 




Dead or Alive: full coverage next issue. 



06 SEGA SATURN MAGAZINE 



See 



Innovation and Experimentation 




AS WELL AS 
such previously seen 
smash hits as Panzer 
Dragoon Zwei, Sonic R and a 
finished Sega Touring Car 
Championship. Sega 
announced a handful of new 
titles at the show. As at the E3 
show, Sega was keen to empha 
sise its policy of quality over 
quantity. 



Just wait until you see this game move... 



Wolf from Virtua fighter Is back in the ring! 



SHINING FORCE ID 

Following the success of both 
Shining Wisdom and Shining 
the Holy Ark, Team Sonic are 
currently deep into the 
development of what 
should be the RPG event of 
the next 12 months. Shining 
Force III looks set to be an epic 
Saturn adventure and it's one 
which will be split into three 
separate scenarios. Part One is 
scheduled to be released in 
Winter 1997, Part Two in Spring 98 and 
Part Three in Summer '98. Although the 
scenarios take place one after another, 
with different characters in different 
locations, the outcome of one scenario 
affects the next scenario In effect your 
actions have a direct influence on the 




future. Besides this new game 
feature, the graphics have also 
been enhanced. 



ALL JAPAN PRO- WRESTLING: 
FEATURING VIRTUA 
With this year being the 25th 
anniversary of the All Japan 
Pro -Wrest ling Federation, 
Sega has decided to release 
a tie-in game. However, 
unlike other wrestling 
games, Sega has instead opted 
for an unprecedented level of 
realism. With famous pro- 
wrestlers from around the 
world participating in the 
game's development, the latest 
motion capture technology has 
been used to create super-realis- 
tic wrestling action. Plus VF char- 
acters Wolf and Jeffry are fea- 
tured as well. 



Shining Force III looks 
like being one of the 
most ambitious RPG 
projects ever devised! 



Konami 

back fox good 



AFTER SEEMING TO FAVOUR THE 
PlayStation for a while, Konami is now 
showing its firm support for the Saturn 
with some excellent conversions. 
However, instead of just simply copy- 
ing the PlayStation versions of each 
title, Konami is enhancing each conver- 




Games like this prove thai Konami are no 
longer ignoring the lucrative Saturn market. 



sion with revised and improved sec- 
tions to take advantage of the Saturn's 
extra capabilities as well as adding all 
new features to make each title a Sega 
exclusive. With both Capcom and 
now Konami revealing their com- 
mitment to the Saturn, Sega' 
32-bit marvel faces a healthy 
future indeed. Although 
Konami has backed away 
from the Saturn in the UK, 
it's possible that Sega may 
pick up such top titles as 
Suikoden and Vandal Hearts. 

GENSO SUIKODEN 

This excellent RPG is finally coming to 
the Sega Saturn but it's no simple port, 
this is the 120% version! Never before 
seen places, monsters and events will 





*#S«5 




feature in this EXCLUSIVE Saturn ver- 
sion! In particular, there will be a spe- 
cial rendered opening movie 
and major graphical improve- 
ments. Saturn owners have always 
had the pick of the RPG crop and 
it's phenomenal run of luck is set 
to continue with a title that easily 
compares with the likes of Shining 
Force and Dark Savior 

VANDAL HEARTS 

Another PlayStation conversion 
undergoing the Saturn treatment 
with Improved graphics, a revised game 
system, new maps and an original ren- 
dered movie. Mixing traditional RPG 



Now let's see Ihese games in the IK! 

elements with a heavy dose of realtime 
battles, Vandal Hearts is a unique 
Konami title and one that benefits from 
extensive replay Definitely one to 
watch for. 

REAL J-LEAGUE BURNING STRIKER 
Konami is famous for its legendary 
sports games with soccer titles such as 
ISS Pro currently giving even Sega's 
mighty WWS '97 a bit of a kicking. Now 
for the first time, Konami is producing a 
soccer game for the Satum. Real J- 
League Soccer should be a blast with 
well- animated characters, tight control 
and enough options to keep even die- 
hard footie fans happy. 

SEGA SATURN MAGAZINE 07 



Tokyo Game Show Announcement 



Castlevania: Dracula X 

Konami bring Super NES classic to Saturn ■ Exclusive levels and features ■ Stunning 2D 
with a distinguished pedigree ■ Japanese launch soon ■ UK release in doubt 




Castlevania is a magical game on PlayStation and Konami are promising an enhanced Saturn rendition! Rejoice! 



WITH KONAMI'S NEWFOUND 
commitment to the Saturn comes a 
potentially mind-blowing library of 
titles just begging to be converted. As 
previously mentioned, the 32-bit 
onslaught begins with Genso Suikoden 
and Vandal Hearts but it's Konami's 
forthcoming Dracula X that holds the 
most possibilities. 
Ranking alongside Mario and Sonic as 



one of the most successful platform 
series in the history of video games, 
Castlevania is back, and in style! While 
the platform genre seems to be going 
through something of a 3D redesign, 
Castlevania is sticking to its 2D roots. As 
2D remains the Saturn's strong point, it 
makes perfect sense for Konami to take 
their most famous title to the extreme 
with the addition of extra levels, mon- 




sters and secrets that never appeared 
in the PlayStation version. The game 
begins by transporting players back to 
the final level of the SNES classic, 
Castlevania IV, as they initially take on 
the role of Richter (originally called 
Simon) and battle that nefarious 
night- stalker, Dracula! With the defeat 
of that dastardly blood-sucker comes 
the revelation that the Dracula legacy 
has now been passed onto his equally 
nasty son, Alucard (yeah, that's 
Dracula backwards) who also just hap- 
pens to be a Belmont. Castlevania fans 
will know that the Belmont's are the 
heroes of the previous games in the 
series and tough vampire hunters. 
Unfortunately, Alucard is only half- 
vampire and his powers are nowhere 



This is a vast game, packed with excitement. 



near as powerful as his father's. 
However, to compensate for this, our 
dark hero has been granted certain abil- 
ities that his dad could only have 
dreamt of! 

Castlevania's many challenging 
stages always provide players with 
some nail-biting video game moments 
and Dracula X is no exception. With 
countless cunning levels, some of which 
feature mirrored backgrounds, rotating 
screens and hidden passages, players 
are required to explore every inch of the 
game's spooky castle setting. The 
lapanese version of Dracula X is nearing 
completion, with a release date set for 
late November. 

As for a UK release... well, Konami UK 
aren't saying much at this time 



The imagination behind this game is just unbelievable. The bosses are just really cool. 
08 SEGA SATURN MAGAZINE 




This should be a very cool Saturn title. 



Konami UK: RELEASE THIS! Oh go 1 




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Game Show Classic 



X-Men versus Street Fighter! 

First 4MB RAM cart game revealed at Tokyo Game Show ■ Capcom have done it again with 
another wondrous translation! ■ 80% complete version now entering bug-testing phase 




The Street Fighters' supers look amazing! 

THE TOKYO GAME SHOW WAS A 
great success for the Saturn, showing 
that the machine has a bright future 
ahead of it in the Land of the Rising 
Sun. The machine has quickly become 
the gamer's choice, simply because 
more of the top arcade games are 
arriving for Saturn than on any other 



machine. Case in point; X-Men vs 
Street Fighter! 

Put simply, the Saturn is the only 
machine that has even the smallest 
chance of bringing the Capcom arcade 
smash to the home... and even then, 
Capcom have only managed to achieve 
this by making use of a massive RAM 
upgrade for the Sega machine (which 
Japanese gamers may have to pur- 
chase separately). Judging from the 
80% complete version of the game on 
show, Capcom have once again per- 
formed wonders with some ace work. 



So what's the deal? Surely after the 
senses shattering conversion of Marvel 
Super Heroes, Capcom couldn't possi- 
bly top themselves? Well, the big inno- 
vation in X-Men vs Street Fighter is the 
fact that players choose TWO charac- 
ters to battle with. It's possible to 
switch between the two during play 
and perform mind-shattering super 
moves with both fighters simultane- 
ously! With both players having two 
characters in memory, that's over dou- 
ble the character animation of a game 
like Marvel Super Heroes or Street 




Apocalypse doesn't look THAT tough, does he? 



Guess again! That's just hi 



n-screen. He's enormous! 



Fighter Alpha. Put simply, without the 
extra memory to cope with it all, the 
Saturn (or indeed any home machine 
bar perhaps the Neo Geo CD] wouldn't 
be able to play host to that much ani- 
mation. Hence the new RAM cart, 
which will enable the Saturn to boast 
arcade perfect ports of the likes of 
Vampire Savior, Marvel Super Heroes 
vs Street Fighter and maybe even 
Street Fighter 3... 

The version of X-Men vs Street 
Fighter seen at the show seemed to be 
pretty much complete. All of the char- 
acters have now been coded in and 
visually the game is a near-perfect 
match for the visually sumptuous orig- 
inal. As expected, gameplay-wise, X- 
Men vs SF is a stunning replica of the 
acclaimed coin-op. 

This is an eagerly awaited game in 
Japan... and the bad news is that the 
game might not make it out of Japan. 
Word has it that Sega Europe have 
investigated bringing the 4MB RAM 
cart over, but the cost could well be 
very prohibitive. Even in Japan the 
game and cart is going to be very 
expensive... Hopefully we'll have some 
news for the next issue... 



SEGA SATURN MAGAZINE 



New Game Update 



Dead or Alive 



you're coming with me! 




The bounciest game ever hits the Saturn! 

Standing out as one of the highlights 
of the JAMMA show was Tecmo's 
eagerly awaited 3D beat 'em up, Dead 
or Alive In development for the past 
two years, DOA was originally 
released in arcades as a well-received 
coin-op. Utilising the Model 2 board. 



Tecmo pushed Sega's proven hard- 
ware even further with incredibly 
detailed characters, stunningly 
smooth animation, the addition 
of explosive ring-outs and 
female fighters with big. bounc- 
ing er ... attributes. Needless to 
say, fan expectation has been 
high for a perfect Saturn con- 
version and Tecmo were 
more than willing to oblige 
with massive queues packing 
out its stand at the show. 

The game features eight martial 
arts experts beating each other 
senseless with an extensive range 
of move, many of which will be 
more than familiar to seasoned 
Virtua Fighter players. Combat 
takes place in a variety of exotic 




locations with each stage being sur- 
ounded by a mine field of explo- 
sives which are detonated by play- 
ers being forced out of the ring. 
If 6ofps high-res game play 
wasn't impressive enough, 
y the home version of Dead or 
Alive contains some stunning 
Saturn only features including a 
high-quality rendered intro, tour- 
nament and training modes, and 
even secret costumes such as 
Tina's sexy cat suit and Kasumi's 
risque bunny girl outfit. 

The good news for UK Saturn 
owners is that Acclaim has already 
acquired the rights to unleash Dead 
or Alive over here and a pre- 
Christmas release is in the pipeline. 
More next issue. 



The Saturn version of 
Dead or Alive is just as... 
bouncy as the original 
arcade machine! 




Awesome coverage in the next issue! 



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New Game Round-up 



The Best of the Rest 

Third parties show strong Saturn support ■ Top 2D and 3D titles in the pipeline ■ SNK, Atlus 
and Hudson Soft lead the pack ■ Loads of import games on the way! 



WHILE THE BIG GUNS WHEELED OUT 
their latest titles to the delight of atten- 
dees, its was Japan's third party compa- 
nies that gave Saturn owners a real 
show of force. Surprise appearances 
from the likes of Hudson Soft's new 
Bomberman game and Tecmo's awe- 
some Dead or Alive proved that Sega's 
ability to retain high-profile licensees is 
as powerful as ever. From puzzle games 
and RPG's to shoot 'em ups and driving 
titles - there was something at the 
Tokyo Game Show for everyone. 

AT1US 
Princess Crown 

This beautiful looking action RPG's 
main feature is the incredibly smooth 
character animation. With over 15,000 
sprite patterns Princess Crown was cer- 
tainly one of the most visually impres- 
sive titles at the show. 




*j£ HUH 

Loads of animation and cool spells. 

BANDAI 
Tamagotchi 

The Virtual Pet craze continues! 
Bandai's multi-million selling cyberpet 
makes the leap from handheld widget 
to fully-fledged console status Should 
be a massive hit. 



Shining Force III was supported by a 
very strong line-up from ESP, Currently 
hard at work on Grandia (the game is 
pencilled in for a pre-Christmas release 
in Japan) ESP also has an amazing selec- 
tion of quality RPG's in the pipeline. On 
display were the dark. Gothic -style 
Baroque, Shining Wisdom-clone Chaos 
Seed, and the eagerly- awaited Lunar: 
Eternal Blue. Another surprise arrived in 
the form of Treasure's Gun Griffon II as 
it had previously been announced that 
Silhouette Mirage would be the compa- 
nies last Saturn title! 



IALECO 

GT24 

An exciting 24hr endurance race with 
super realistic racing action. While 
some of the background textures may 
look a little on the blocky side. Jaleco 
assures us that the finished product will 
be blindingly fast. 

Ninja .Taja Maintain 
A 3D ninja action game with both 
stealth and tactics required to penetrate 
your enemy's castle and complete your 
mission. Similar in visual style to 
Nintendo's Goeman series, Ninja Jaja 
Marukun is a really cute platformer 
with plenty of potential. 

MEDIA QUEST 
Layer Section II 

Taito's awesome arcade masterpiece 
receives the Sega Saturn treatment with 
the addition of new ships and an origi- 
nal Attack Mode. Could be a 
Thunderforce V beater. 

MICROCABIN 

A bizarre kind of action puzzle game 
featuring a unique Scenario Mode, 
allowing you to select from six charac- 
ters each of which has a different story, 
and a Battle Mode providing some nifty 
four -player action. While Noon may 
look confusing, our sources say it's an 
intriguing puzzler. 




Noon is a weird game, that's for 



SOFT OFFICE 
G Vector 

A high speed 3D action shooting game. 
Polygon bad guys and smart power-ups 
could make G- Vector a surprise hit. 

SUNSOFT 
Astia Super Stars 

From the same creators that brought 



you Waku Waku 7 comes an all-new 
fighting game. Set in the strange psy- 
chedelic world of Astra, this 2D beat 'em 
up highlights the battles of eight char- 
acters who fight to obtain the Lucky 
Stars, a gift from the gods! The stages 
are called Battle Fields, areas in mid-air 
floating fights take place. Will come 
with an optional RAM cartridge to 
improve loading times and enhance the 
graphics and gameplay. 




Astra Super Stars: 2D beat 'em up mayhem, 



Cotton 2 

High quality arcade conversion of a 
very polished two-player action shoot 
'em up. Only just released at the arcade 
and shown at the IAMMA show, the 
game features a witch heroine on a 
broomstick. Players use their magic to 
defeat the forces of evil and destroy 
screen -hogging bad guys. 

SIEG 
Spark 

In the latter half of the 24th Century, 
with the use of Human DNA Transfer, 
psychic energy has become a weapon. 
Those capable of using it fight in a 
booby-trapped Colosseum. Bit of a 
Bomberman clone but some decent fea- 
tures make Spark shine. 

SNK 

Samurai Spirits IV 

SNK's classic feudal fighting series con- 
tinues with the forth outing for Galford 
and friends. More bizarre characters, 
blood -spurting action and smart sword- 
play are expected. We should have an 
import version in next month. 

Real Bout Special 

More Fatal Fury action with Andy 
Bogard and the boys. Regarded by fans 
as the best game in the series, the 



Saturn version uses the standard SNK 
RAM cart for superior animation and 
detailed backgrounds. 




The Samurai Shodown series continues. 

SPIKE 

DJWars 

The Saturn's answer to Parapa the 
Rapper, this streetwise title allows play- 
ers to mix it up with 20 of the best DJ's 
in the business. Remix tunes, out- 
scratch your pals and gain vital street 
cred! Bangin' choons! 

XING 
Prisoner Of Ice 

You are Bruce Bryan, a young American 
agent during the pre-World War 11 
years. Players fight to eliminate the 
threat of the Prisoner of Ice, a hideous 
life form capable of gruesome carnage. 
A real time horror adventure similar to 
Enemy Zero. 

HUDSON SOFT 

Saturn Bomberman; Fight! 

An unexpected release from Hudson is 
this 3D version of Bomberman on the 
Saturn. In fact the game almost went 
unnoticed at the Show, While the 
Saturn may not excel at 3D, Hudson 
makes up for this with its ingenious 
gameplay. Up to four players can battle 
each other with a range of explosive 
devices. Due out in December. 




More explosive Bomberman action on Saturn. 



12 SEGA SATURN MAGAZINE 



This is Jamma Hot! 

Latest coin-ops thrill players... 





SNK's new 64- bit hardware in action. 

THIS YEAR THE 35TH AMUSEMENT 
Machine Show (JAMMA) was held 
between September i8th-2ist at its new 
location, Tokyo's must luxurious exhibi- 
tion centre, The Tokyo Big Site. The new 
surroundings certainly gave the show a 



new up-beat image and as a result all 
the exhibitors at the show went out of 
their way to polish up their image and 
create some visually impressive booths. 
Huge videos screens and imaginative 
displays livened up the normally som- 
bre atmosphere considerably. With the 
strong revival of the Japanese arcade 
industry in full swing, everyone was 
eagerly awaiting the world's greatest 
coin -op show. 

Although Namco had the largest 
space at the show, no-one could com- 
pete with Sega for sheer number of 
games shown. With no less than 10 
games on display, Sega dominated the 
show with an incredible range of 
diverse and original arcade offerings. In 



*» *™ ■•■J*' 




, 



Sega has mare coin-ops 



The finished Fighting Wu-Shu. Awesome. 



With the strong revival of the Japanese arcade 
industry in full swing, everyone was eagerly await- 
ing the world's greatest coin-op show. 



particular. Virtual On: Oratorio 
Tangram, the sequel to AM3S hit robot 
fighting game has been completely 
revised using Model 3 technology and 
was without a doubt the game of the 
show. Also on display was Get Bass, a 
fishing simulation game where you 
actually hold a real rod! Once again 
Model 3 technology was in full effect for 
the most realistic fishing experience 
this side of the real thing. 

Namco certainly scored a big hit with 
Motocross Go, with the company's 
motorcycle game using their new 
System 23 hardware. However, the 
game everyone was talking about was 
Rapid River. Sitting in a rubber dingy 
shaped seat players must rotate the 
game's life-size paddle to navigate 
rivers, white water rapids and water- 
falls. Incredible effects and amusing 
graphics ensured it's popularity. 

Konami finally revealed the long 
awaited Fighting Wu-Shu to great 
appreciation from avid arcade gamers 
In addition, its second Cobra Board 
game, Racing Jam was also playable for 



the first time. This drew large crowds 
all through the day. 

Taito had a playable version of the 
awesome Psychic Force 2 running on 
its new Wolf Board. Although still 
early in development it's already look- 
ing very promising indeed. 

SNK's Samurai Spirits 64 is quickly 
approaching completion. The JAMMA 
show version was 85% complete and 
since the company's private show it 
has progressed considerably with 
many new attacks added to each 
character and tighter backgrounds 

Capcom's booth was divided 
between consumer and arcade divi- 
sions with the company obviously 
lacking sufficient new games to com- 
pletely fill its booth. While Street 
Fighter III: 2nd Impact was very popu- 
lar the largest crowds were gathered 
around Capcom's new 3D fighting 
game. Rival Schools. 

For more information on Capcom's 
awesome new arcade games, includ- 
ing SF III, Rival Schools and Super Gem 
Fighter, turn to Coin-Operated NOW! 




One of the top games of the show, Fighting Wu-Shu utilises Konami's new Cobra Board. 



The upgraded version of Virtua Fighter 3. 



Plenty of kn I eke r -flashing in Rival Scools. 



SEGA SATURN MAGAZINE 13 



sill 




innouncemeni 



ACCLAIM SNAGS RIVEN: 

Myst sequel arriving soon 




Looks lovely eh? 

Fans of the epic graphical adventure 
Myst, should be gnashing theit teeth 
in anticipation of the imminent 
sequel. Originally set to be released in 
the UK by SunSoft, Riven has instead 
been picked up by Acclaim. This move 
comes as something of a surprise con- 
sidering that Acclaim has recently 
stated its decision to slim down its 
future Saturn releases. On the other 
hand. Myst has retained a constant 
position in the PC games chart and 

the Saturn version achieved con- 
siderable sales. 

Riven continues the proud tradi- 
tion of Myst by plunging players into 
stunningly realistic world where their 
skills are required to solve an ancient 
mystery. However, completing this 
task will take many hours as players 
visit more than 7,000 locations and 
watch some incredible FMV 
sequences. Although the recent ECTS 
show was something of a disappoint- 
ment for Saturn owners, lacking the 
big titles and surprise announce- 
ments of its Japanese counterparts, 



This Myst sequel should go down pretty well... 



the show did give SSM its first 
glimpse of of a playable Riven. The 
results are certainly encouraging 
although the game may face some 
stiff competition from Sega's own 
graphical adventure, the Cryo-pro- 
duced Atlantis. Riven is scheduled for 
release in the UK sometime in 
December and we'll bring you a full 
preview as soon as possible. 



Awesome rendered 
visuals are the hall 
mark of Riven, the 
sequel to the classic 
Myst! The Saturn 
version is in the 
final stages of devel- 
opment as we speak 



LAVA-LY! 



]So you thought Dante's Peak had some 
cool special effects eh? Well you'd be 
right. And if massive disaster on an 
awesome scale is your kind of thing, we 
recommend you check out Volcano, 
starring a certain Tommy Lee Jones (The 
Fugitive. Batman Forever et al). The 
basic plot sees the city of Los Angeles 
play host to an enormous active volcano 
which sends ash and lava flying all over 
the town, and it's up to Mr Jones and his 
e female pal to divert the 



M SEGA SATURN MAGAZINE 



molten onslaught and save lives. We've 
got a few, totally exclusive Volcano 
goodie bags to give away (worth around 
£300)... if you can answer this one. 
simple question: 

What role did Tommy Lee Jones 
play in Batman Forever? 

Send your answer to VOLCANO 
COMP. Sega Saturn Magazine. 37-39 
Mil lh arbour, London E14 9TZ. 




Rich saw Volcano when he went to LA 



His verdict? Quite entertaining, actually. 



views in unei 



Sega Europe has confirmed that work 
has begun on a Saturn conversion of 
the brilliant arcade light gun shooter, 
House of the Dead. Few details are 
available yet, but an early version of the 
game has already arrived at Sega's HO. 
An Easter release for next year is 
planned. Rest assured. SEGA SATURN 
MAGAZINE will get its hands on the 
game just as soon as is possible. 

In a bid to quell the rumours sur- 
rounding the development of the Dural 
Project (Saturn's aLI-powerful successor), 
the Japanese arm of Sega released a 
statement telling Satum fans to look 
forward to the best year of Saturn soft- 
ware yet. A great deal of titles are due 
to be announced at a series of "Digital 
Circus" Japanese roadshows taking 
place in October and November. In fact. 
Sega are boasting that this is their 
greatest line-up of games to date, even 



Personality Profile 



eclipsing the "Big Three" of 1995: Sega 
Rally Championship, Virtua Cop and 
Virtua Fighter 2. Just what titles are 
going to be announced remains 
unclear, although House of the Dead is 
a cert. Sega's bullishness has convinced 
some that Saturn Virtua Fighter 3 
might actually be one of the games 
mentioned.. News next ish... 

The Internet was rocked by the appar- 
ent leak of detailed specifications for 
the next Sega system, code named 
Dural. The specs quoted are obscenely 
powerful: the machine apparently has 
16MB of RAM (as opposed to the 
Saturn's two!), a custom CD drive plus a 
super- powerful PowerVR graphics 
accelerator chip Sega has also part- 
nered up with Yamaha for the sound 
chip and with Microsoft for the operat- 
ing system behind the beast. Expect no 
concrete news until E3 next June.. 







HMV CHARTS 

Week Ending September 29th — — 


k. 


IH M. 


H Send us your top ten titles and you could win a free Saturn game! Post your choices to READER CHARTS, SEGA 
f\ SATURN MAGAZINE, 37-39 HILL HARBOUR, ISLE Of DOGS, LONDON E14 9TZ. We give away exclusive preproduc- 
J Oct silver CD games to those wtw win! READERS CHARTS 




■DDDDDDDDDDJMMHUDDDDDDI ■DDJJJJJJJJJDDJJJJJJJJJJJJJJJJJJJJJ 




IRK CHARTS 


READER'S CHART 




nfflV UnAKi O 




aown 


1 


Resident Evil 


1 


House of the Dead 


1 


Fighters MegaMix 


2 


WipEout 2097 


2 


Virtua Striker 2 


2 


Sega Rally 


3 


King of Fighters '95 


3 


Scud Race 


3 


Satum Bomberman 


4 


Jonah Lomu Rugby 


4 


Marvel vs Street Fighter 


4 


Sonic Jam 


5 


Alien Trilogy 


5 


GTIClub 


5 


Bug Too 


6 


Sonic Jam 


6 


DaytonaUSA 


6 


Virtua Cop 2 


7 


ManxTT 


7 


X-Menvs Street Fighter 


7 


SWWS'97 


8 


Die Hard Arcade 


8 


The Lost World: Jurassic Park 


8 


Tomb Raider 


9 


Saturn Bomberman 


9 


Tekken 3 


9 


WipEout 


10 


Dragon Force 


10 


Street Fighter III 


10 


ManxTT 



SEGA SATURN MAGAZINE 15 



COMING SOON 



«'4C?00 

ICTAl IIM- Lag* ^ijv, 

rticn.pii. . 

1TV/1 



air ii»! 

0'4C"00 
rcrii ri*< 

Q'42»7Q 



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game in this 



pla^abilit y 



m ry! Secondly, snowboard- ; a game in Hllb 

ing is so cool that when the "okay but not really that great" Cool j 

ders appeared on the PlayStation, the game immediately \ GRAPHICS TO DIE FOR 

: to the top of the charts. i These days, the Saturn's 3D 

'" ? the cause of j doubt. With the likes of Duke Nukem 3D and Qua. 

asSonyready \ or unavailable on the PlayStation, this is becomin 

he superior Cool Boarders 2, but having checked out Steep j obvious (Sonic R is more good evidence). 
Slope Sliders, I wouldn't get too worried. You see, Sega have Steep Slope Sliders is the snowboarding equivalent of th ; - 

picked up the European rights for this Japan-originated I graphical out-quaffing. There's no denying that Cool Boarder 

snowboarding title from JVC and it is without a shadow of a I its sequel do look pretty good. But Steep Slope Sliders is bette 
doubt, the best possible example of the genre. Within the The Saturn engine JVC have used runs at a rock solid 30 

four pages of this Coming Soon feature, this will become ! frames per second, featuring no discernible pop-up whatsoev- 

increasingly obvious! j er. Although the effect isn't as impressive technically, it has 

! some kind of similarity to what Travellers Tales have achieved 



mM w 



raphics suddenly "popping up" out of 
1 objects that mist in as you approach 

" ) 64 games these days. 



K;«N 



»** 



ible. It's really quite i 

ddition are the srao... 

j parts of the course before 
cool effects are ni 



fVTURK MAGAZINE 17 



COMING SOON 



nww**«WH«!jt3» 




33H'*f553^E ar -& a smooth -jO 



*«»r rikH 

«'4C"00 
ICTAl IIM 

0'aa"70 

ruck prs, 

194/2 



n 30i'ps up 



|the [animation |is |just [great !| 

w5» 



get to grips 
: the time of writing it has been 



Wi 



JmamMm Bm 



ms& 







anAlpi 
park (that should be ace) and finally a 



j CHOOSE YOUR BOARDER 

p Slope Sliders, there are - 



TIME DON'T GIVE ME TIME 



mms m . 



BllWIIil 



as opposed to ti: 

effects. Basically, you get effects such : 
midnight, which changes the colour and lighting and each 
any actual effect o 
i debatable, but it's a great touch any way. 



COM NG SOON 



MSI IIMI h 

iir-liM 
^^ 




Mrfing over i btmch of cars in 



Ichillin' |drum |'n' jbass, |trance land [acid |toonzi| 



progress through the t 
rewards great playeif 
styles for you to play 



mmmm m HH 



GAMEPLAV HO! 

We've told you just how ace Steep Slope Sliders is to look at (an 
we're not lying, as you can see from the scieenshots), hut the n 
>. with this game is just 1 



ImI 



great game on your hands! 



BfflSfSrrj 



MM 



SIS 



THE OTHER ONE 



Think Steep Slope Slidei 



boarding title 1 
- game you'll easily find gathei 



HarawHH 



" PLAY THE DEMO! 

p Slope Sliders is curte 
UK, with Sega Europe i 
because of the weight of quality i 
■ the wings hefore the end of Decembe 
i is pleased to announce that bar a major disaster (and believe us 
| they do happen), we should have an awesome demo of the game 
nted CD coming to you soon - hopefully hefore 



*3 



XSffi 



: Zap! down with supe- j Chr 




One thing's for s 

1NE is getting quite excited about Steep Slope Sliders - 
pant playability makes it a winner that simply 

;rage in forthcoming issues! 



JfALt 




''■■8 





Having firmly established themselves qs the.leadin 
brantrover mOears., ElepTi 



!een to reassei 
jur-mgei 



/ears. Electronic Ar 
jstlng (fount over, 
1 qonji 



, finance JA arjta 
tack on. Saturn gainers, tit 




; lave had sol 
eir positii 



ts ' 
leTatner, 
marltet I 
pen a , 
takes a closer 





he annual onslaught of sports updates is upon us 
once again. We've already had SWWS '98 and 
Madden '98, but it doesn't end there. Electronic Arts, 
one of the few third party companies to stick with 

the Saturn, are preparing to roll out updated versions of some of 

their most popular brands to date. 

To all intents and purposes, the onslaught has begun 



After the disappointment of 
FIFA '97, EA are predicting a 
return to form with this 
year's edition. 




In addition to the international teams, FA have updated their domestic teams also. 



already. John Madden Football '98 arrived this issue for review 
and guess what? It's pretty hardcore actually, scoring a top-notch 
92%. Not bad eh? Well, actually Madden has always been the 
home of quality in the EA range with other brands faring partic- 
ularly badly (FIFA and NBA spring to mind). So... what can we 
expect from the new wave of games? Read on... 

FIFA: ROAD TO WORLD CUP '98 

Following on from the stinking heap of cack more commonly 
referred to as FIFA '97, Electronic Arts' are about to unleash their 
latest addition to their established FIFA series. FIFA: Road to 
World Cup '98 recounts the trials and tribulations of the qualify- 
ing rounds of possibly the greatest sporting event of the decade, 
featuring an unprecedented 172 international teams battling it 
out for a place in the 1998 World Cup finals next summer. 
Boasting all manner of new features along with all the usual 
FIFA adornments, FIFA: Road to World Cup '98 is being touted as 
the biggest and best FIFA product to date. Though judging by 
recent FIFA efforts, that's not saying a lot for the game. 

So what's on offer with EA's latest update? Well, the game 
itself runs on the FIFA '97 engine, meaning fully polygonised 
stadiums and players which allow the top footy action to be 
viewed from virtually any angle the player wishes. The standard 
motion capture system has been recalled for use in this year's 
update, as has Spurs' recent signing David Ginola, who ably pro- 
vides the volley, tackle and header footage to add to the realism 



SEGA SATURN MAGAZINE 



COMING SOON 




The "Virtual Stadium" technology featured in FIFA '93 allows players to ri 
football action from virtually anywhere in the stadium. 





A staggering 172 international teams are slated to make an appearance in the game. 

of the proceedings. Ginola's moves have been incorporated into a 
staggering 172 teams, from reigning champions Brazil to the 
more obscure African teams who haven't got a hope in hell of 
qualifying. Each are kitted out in their corresponding strips, 
both home and away and battle it out for those precious 32 
places in next year's finals. 

Once again, the commentary has been provided by the John 
Motson, Andy Gray and Des Lyman trio, with in excess of 40,000 
phrases being recorded. The huge script has allowed EA to 
improve over the commentary of last year's game, with less repe- 
tition and cock-ups than previously. In addition to all the World 
Cup stuff, avid Premiership fans can also rest assured that all the 
domestic league teams and players will appear in their entirety 
in the finished version, along with the most up-to-date team 
and player listings and statistics. 

Electronic Arts are presently racing ahead with the 
PlayStation version of FIFA: Road to World Cup '98, with the 
Saturn version to follow shortly after. Our first impressions 
are that the latest game in the lacklustre FIFA series shows a 
lot of early promise, though it remains to be seen if it can 
improve over last year's disappointing title. Expect a 
Christmas release for this 




Once they were the _ 

. Nov; H Baaga gamuM— w«* 

their 



NASCAR '98 

As the only driving game in Electronic Art's sports' line-up, 
NASCAR '98 is the sequel to last year's lamentable PlayStation title 
NASCAR, which thankfully skipped over the Saturn as it was utter 
arse. The sequel we're assured, will be quite different indeed. 

Aside from the standard one-player mode, EA have 
sought to introduce a split-screen two-player mode to the 
game, allowing players to go head-to-head with a friend and 
up to six CPU controlled cars, making for more competitive 
racing. Additional features to the '98 package include an 
optional weather setting allowing players to race in fog (the 
only type of adverse weather that a real race can run under) as 
well as a custom car option, allowing players to tinker with 
tire pressure, wedge and downforce. 

Of course, being an official licence of the National 
Association for Stock Car Auto Racing, fans can expect all of the 
car sponsorship and exact specifications of the various tracks to 
be meticulously reproduced to provide players with an authentic 
as NASCAR experience as possible. EA have even gone to the 
trouble of recruiting NASCAR commentator Bob Jenkins to the 
voice-overs, whilst the sampled engine noises provide an added 
air of authenticity. 

With the unfortunate news that Destruction Derby 2 will 
not appear on the Saturn, EA's NASCAR '98 could be just the 
thing Saturn owners are waiting for. We'll be following this 
title closely over the coming months, until it's release in time 
for Chrimbo. 




NASCAR '98 bears uncanny 
similarities to Destruction 
Derby 2, with the same fender 
bending action ensuing. 




The FIFA '97 engine has been optimised to allow for a greater level of detail. i All the thrills and spills of NASCAR make it into the game. High-speed oval circuits are rife in NASCAR racing. 

SEGA SATURN MAGAZINE 



£3ZZ 




NHL '98 looks set to take the Saturn by storm, combining slick graphics with 
super-fast gameplay in addition to all the usual 





KH1 Hookey was 
Sports ' 97 editions 

in all regards 




What the puck is going on 



NHL HOCKEY '98 

Yep, we quite liked last year's NHL Hockey '97, awarded a veiy 
respectable 84% in SSM and voted Best Sports Game in the US by 
those crazy Yanks. Aside from giving us the opportunity to think 
up variations of the old "fancy a puck?" gag, the game proved a 
worthy addition to the long-established NHL series. Well, in 
keeping with the theme of this feature, EA are about to release a 
'98 edition of their NHL licence, with the promise of being the 
best game in the series thus far. 

So what's new for '98? Well, for starters NHL '98 utilises an 
entirely new 3D engine, creating a believable 3D environment 
which moves at a smooth rate, allowing for fast and fluid hockey 
gameplay. The artificial intelligence of last year's '97 edition of 
NHL has been tweaked and refined considerably, making goal 

i arduous task than previously, with strategy play- 




Unfortunately, these are PlayStation shots, but the Saturn version promises to be just a: 
22 SEGA SATURN MAGAZINE 



ing a greater role in the proceedings. Hence Marc Crawford, 
Colorado Avalanche Coach and Stanley Cup Champion, who has 
teamed up with Electronic Arts to devise and implement unri- 
valled NHL coaching schemes. From powerplays to penalty 
killing, forechecking to backbenching, true offensive and defen- 
sive strategies, they're all new for '98. 

Additional features EA are keen to add to last year's for- 
mula include an authentic international tournament featur- 
ing some of the finest international hockey teams, besides 
the usual updated NHL team and player listings. As with EA's 
other sports titles, we're also expecting a top name signing 
to perform the commentary duties, though exact details 
haven't quite been finalised yet. 

We've all been fans of the NHL series since its original 
Megadrive incarnation, so this is one title we're really looking 
forward to. So rest assured we'll have plenty more on what looks 
set to be the definitive hockey game over the next couple of 
issues, maybe even the exclusive review. 

One thing's for sure - there'll be some stiff competition in 
the form of Sega's own NHL title which is being coded by the 
team responsible foi the awesome PowerPlay Hockey. Either way 
we'll find out sooner or later... 




ill scoring is now a more arduous task, due to the refined CPU intelligence. 



IMING SOON 



IggiF Auto RepLay 


^ . '^iSi 


1 9 \^t4&9* 








W^^t 



The close-up camera angles give you a rough idea of the vast amount of detail each player exhibits. 




NBA LIVE '98 

Despite the deluge of basketball games already available for 
Saturn owners, amongst them EA's very mediocre NBA Live '98, 
Electronic Arts are convinced that their latest interpretation of 
the sport they call "B-Ball" is the only one capable of bringing 
home the NBA lifestyle. Besides delivering all the cool moves 
of the NBA - vicious slam-dunks, be hind* the* track and mid-air 
passing, shake and brake dribbling and long-range sharp 
shooting, this year's update boasts a mightily impressive range 
of all-new features too. 

All 29 of the NBA teams have been revised and updated for 
EA's annual update, boasting current player listings and true- 
to-life player ratings. EA have also sought to include real offen- 
sive and defensive plays into the game, besides announcers, 
TV-style presentation and vastly improved motion capture 
taken from real-life players in action. The presentation as 




The usual over-the-top options and statistics are present in NBA live '98. 



NBA Live '97 was EE^^EHBBHBSBtt inn gan:e in 
the EA Sports portfolio - hopefully 



always is impeccable, with new front ends and FMV adorning 
the package, whilst extra manager modes, 3-point competi- 
tions and extra-tough difficulty settings should ensure the 
longevity of the title. EA have also gone some way to redress 
one of our main gripes with the 67% rated NBA Live '97, that 
being the God-awful loading times which beset the game. For 
this year's update, loading times have been cut to a more rea- 
sonable level, with basketball trivia questions being displayed 
in the mean time. 

Once again, EA are leading on the PlayStation version of 
NBA Live '98, damn them, with the Saturn version to follow 
shortly after. We can only hope they make a better job of the 
PAL translation than they have done previously, in which 
case they could well have a winner on their hands. Stay 
tuned for more news. 




We didn't like last year's edi- 
tion very much, but EA assure 
us the sequel will be a vast 
improvement. Hmm... 






us 



SEGA SATURN MAGAZINE 23 



>IJ:H'iUVI 



MORTAL KOMBAT TRILOGY 

With Mortal Kombat 4 doing the rounds in the US and Mortal Kombat Annihilation due to hit cinema screens any time soon, MK's still 
going strong. For Saturn owners, the hype continues in the "mutha' of all fighting game collections, Mortal Kombat Trilogy. 




ove 'em or loathe 'em, the Mortal 
Kombat series of games are hereto 
stay. They may have been bloody 
and controversial in their time 
but for many fans It's the many characters, 
tool moves and tons of secrets that have 
earned these titles a permanent place in 
video games history. To keep the ball 
rolling, just in time for a movie sequel and 
the arcade debut of MK4, GT Interactive 
has just put the finishing touches to Mortal 
Kombat Trilogy. Essentially a collection of all the 
kombatants to ever appear in the series as well 
virtually every background, the game has 
already appeared on both PlayStation and 
Nintendo64 to mixed reviews. 

Many players have complained that 




the series ran out of steam years ago and that the bat- 
tle for the right to retain the beat 'em up crown has 
already been won by Street Fighter. That may be 
V true but Mortal Kombat still has its devotees.They 
'^v realise that MK was never intended as a direct 
l Vi competitor to Capcom's classic and that 
Vj,i Williams' drew its influences from more realis- 
tic sources, even going so far as to digitise 
actual martial arts experts wearing the appro- 
priate character costumes. However, since the 
riginal game appeared the series has basically 
become a pale imitation of its former self. With 
the addition of weapons, robots and too much 
humour, Mortal Kombat has fallen foul of its 
success. 
So where does that leave Mortal Kombat 
Trilogy then? Well, the good news is that 



Mortal Kombat Trifogy features just about every character from the first three games. Hence the name. 
24 SEGA SATURN MAGAZINE 



The question is; just when will GT get around to releasing this? 



\\AMMil4*> 




Liu Kang is finally hack in Mortal Komhat 



every background is in MK Trilogy. 








ilfl 

ir Jf 








n- 



hidden characters to find too! 



Mortal Kombat Trilogy is complete, just waiting for a European release! 

The question is just when will it COITie out? We'll keep you posted.. 



fans of the series now have the ultimate MK collection in 
their hands and it's one that certainly deserves some 
attention. Ultimate Mortal Kombat earned an impressive 
91% in SEGA SATURN MAGAZINE, a score that its succes- 
sor should at least equal. Now boasting even more char- 
acters, an unbelievable assortment of special moves, 
fatalities, babalities, animalities and friendships, MK 
Trilogy manages to squeeze every drop of creativity from 
the series. Of course the game also contains more 
secrets and hidden goodies than the most expensive 
Christmas crackers. 

Payability is still down to individual taste. The abili- 



ty to run, pull off cheap moves and dispatch some oppo- 
nents with just a few basic attacks may infuriate some 
players but there is some depth to MK's unique fighting 
style. While not in the same league as other beat 'em 
ups, MK Trilogy does manage to make up for its short- 
comings with a wealth of added extras, multiple play 
modes and large sprites. Graphically, detail may be lack- 
ing but the speed and variety of the game's characters 
deserves respect. 

But when will MK Trilogy come out? It's available in 
the US now, so hopefully the answer is "soon". 





BUCKETS OF BLOOD 



Oooh... that blood is so realistically scary! Aleeeel 



When the first Mortal Kombat game arrived on 
16-bit consoles, it was accompanied by a signifi- 
cant public outcry. Outraged mothers claimed 
that their kids were being transformed into 
blood-thirsty Little monsters and concerned MPs 
stated that the game would cause the nation to 
sink into chaos and anarchy. Mortal Kombat sold 
by the shed load. 

By the time MKH. arrived, everyone had forgotten 
all about their precious morals and once again 
the game did phenomenally 
well. Williams' third instal- 
ment suffered, thanks to nit- 
picking critics and the 
fact that it actually 
wasn't that good. Keen 
to push its number 
one property back 
into the main- 
stream, Williams 
has just released 
Mortal Kombat 4 L 
US arcades. So far, 
player response has 
been good and console 
versions should appear 
early next year. 
Unfortunately, MK 
Trilogy could well be 
the last Sega title 
of the series... 




SEGA SATURN MAGAZINE 25 



u;mu.i 



FIGHTING FORCE 



Yes. No. Yes. No. Yes. No. YES! Hooray! That's been the situation with the Saturn version of Fighting Force over the last few months, 
and now that Sega themselves are releasing the game, Fighting Force is a definite 'yes' for an official release. 




I WANNA DESTROY PASSERS BY! 



There's no doubt that Fighting Force is jam- 
packed with cool stuff - doois and walls are 
kicked in to access other aieas, cat alarms go 
off when you kick them (always good for a 
laugh down my street), and if you smash a car 
to pieces players can pick up the 
bits to use as weapons! Police cars scream off 
pursuit of villains, and you can even get run 

when crossing the road ■ that's if you 
haven't blown up the moving cars with the 
rocket launcher first! Cool game? Hardcore 
action? Major destruction? Oh yes! 




kicked in the door of the office, picked up; 
huge box and smashed it into the faces of 
the three butch blokes standing by the 
window. Then I ran out into the road and 
smashed up their car a bit, before running down the 
street to flatten another four muscle-bound heavies. 
Sigh... If only I was as tough in real life as I am in 
Fighting Force -this is a cool game! It's a major relief to 
finally get our hands on an official preview copy, cour- 
tesy of our chums at Sega, who have confirmed that 
they've signed the game to be released later on in 
the year. Thank god for that, we were actually 
starting to worry. 

8ut will it be worth all the stress and 
heartache? Well, judging from this nearly 
finished preview copy, it looks as if 
Fighting Force will be an excellent game. 
From the outset players can choose from 
four predictably muscle-bound characters, 
and basically go out and cause some majoi 
property damage. Large chunks of the scenery 
can be destroyed - vending machines, crates and even 
cars can be smashed up - and virtually every item you 
see lying around may be picked up and used as a 




weapon! Sounds like a good night out. Anyway, it's all 
thanks to the game's excellent 3D engine that players 
can roam around in such a cool environment. Seedy 
streets, fluorescent light-filled car parks and 
larble-floored offices all look great, and 
with a floating camera that zooms in and 
out on the action, depending on how 
close your fighter is to the bad guys, the 
rest of the cars, trucks, buildings and all 
of the other gloomy city settings look very 
impressive indeed. Especially once they've 
II been smashed up a bit of course! 
Our heroes - Hawk (hard bloke], Mace 
(hard girl). Smasher (huge bloke), and the lovely Alana 
(cutie-pie), are all geared-up for action with some finely 
honed muscles and crack fighting techniques. Three but- 




Trucfcs can't be destroyed as easily as the Gars, but Ihey bounce on their suspension when hil. Alana's obviously had enough of all this fighting, and decides to hail a taxi to take her home. 



26 SEGA SATURN MAGAZINE 



UiU'M.'l- 




Smasher's special move sends a Shockwave out around hi 



it it's probably best to just smash bad guys in the head! 



We're talking extreme violence and destruction here. With atmospheric levels and 

detailed backdrops, Fighting Force looks set to be a Saturn smash! 



You wouldn't believe the number of stories 
that were circulating about the Saturn v 
of Fighting Force. Following the cancellation of 
Saturn Tomb Raider 2, we started to hear 
rumours that Fighting Force would be com- 
pletely canned on the Saturn as well. Then, 
things started to get surreal when we heard the 
game might only be released in Japanl Eh? 
What was all that about then? Thankfully we 
now have a virtually complete Saturn version. 



tons represent the usual punch, kick and jump moves, 
with some ace 8+C special moves thrown in for extra 
violence. Although some good attacks and impressive 
throws can be pulled off with a combination of button 
presses. Fighting Force is much more like a simple arcade 
style fighting game than a more complex beat 'em up. 
Basically, when people describe this game as "Streets of 
Rage in 3D" they're not wrong, as the fighting action 
does feel very similar to Sega's classic. Considering how 
highly the Streets of Rage games are rated, the compari- 
son is very flattering. However, thanks to the 3D power 




Two very large blokes, one small girl. My money's on the girl! 



of the Saturn, Fighting Force takes place in a world com- 
pletely different to Sega's cartoony fighter... 

When you get tired of fighting dirty criminals in 
the filthy streets and lurking in the dark alleyways, just 
kick in the nearest door and start beating the crap out of 
the slightly cleaner criminals who work in the buildings - 
just because they wear suits doesn't mean they're nice 
people. There are usually a few crates and boxes lying 
around most levels which can be used to trash villains 
with, which is always fun, and a bit more exploration 
reveals some awesome weapons like the car-exploding 
rocket launcher. We're talking extreme violence and 
destruction, in case you haven't already guessed, and 
thanks to the more realistic locations in Fighting Force 
the game really has a great style and atmosphere all of 
its own. It's the attention to detail that makes a big dif- 
ference - the subtle lighting effects, the suit-wearing 
baddies, the realistic cityscape and the total destruction 
of everything that stands between your fighter and their 
mission, Oh and the extreme violence helps as well! 

There's no doubt that Fighting Force looks like it'll 
be well worth the nerve-wracking wait we've had to 
endure, and Sega have definitely done the right thing in 
signing this rocking game up for a UK release. We can't 
wait to start cleaning up those mean streets! 




SEGA SATURN MAGAZINE 27 



n-mmi 



SILHOUEnE MIRAGE 

SSM's Silhouette Mirage coverage continues apace this month with the finished Japanese version of the game arriving just in time to 
go under the spotlight. So is Treasure's latest offering a mess or a masterpiece? tet's take a looksee.. 




WHO'S THE BOSS? 



Treasure's games always feature the most out- 
landish creatines and Silhouette Mirage is no 
exception. While othei companies may save their 
supreme creations for the final stage of a game, 
even Treasure's minor mid-level bosses would 
give Frankenstein nightmares! Gigantic striding 
robots, vicious werewolves, cunning wizards, 
grinning pumpkin heads and distorted half 
dragons with microphone tails are just the tip of 
the iceberg. Treasure may take their time when 
it comes to delivering the goods, but when they 
do the results are usually more than worth it. 




■■§■■ hile questions are still being 
ft * T u raised over whether Treasure 
\ k J final Saturn title will see the 
■■■ light of day in the UK, 
our Japanese counterparts are ^^ 

finally getting to grips with one 
of the strangest game's they're 
ever likely to play. Last issue's Com 
Soon focused on a single level of 
Silhouette Mirage, which was 
available as a limited demo disc, 
but perfectly demonstrated that 
Treasure have still got what it takes 
when it comes to producing top 
quality platformers with a dash of 
the bizarre. The good news is that the 
finished game is every bit as 
as we expected and only now are the twin 
worlds of Silhouette and Mirage beginning 
reveal their secrets... 

Just to get you up to speed: Players take on 
the role of a courageous young girl, Shina, who has 
the power and responsibility to reunite two warring 
races. Her travels take her through seven varied stage 1 
as she tackles monstrous guardians and some of the 
strangest creations that nature has ever spawned. Of 
course platform fanatics will be satisfied with the 
game's traditional structure, with such standard fea- 




as power-ups, ingenious level 
designs and unique methods for defeating 
boss creatures, but Treasure's ability to put a 
ew spin on old ideas is what lifts the game 
ibove its rivals. 

On the down side, a lack of lives 
limited continues in Silhouette 
Mirage are likely to deter less 
^V A capable players as the skill 

^/i J .' required to complete the 
"■\J/^ J game's seven worlds will tax 
i ^Sj , platform fans to their limits. 

Memorising each stage's numer- 
ous traps and the location of wan- 
ting enemies just isn't going to 
cut it. Players are best advised to spend 
their time tackling the game's handy training mode 
before beginning their adventures proper. In fact mas- 
tering Shina's many powers and abilities is the only 
thing that will ensure that her mission is a success. 

Shina begins her quest on the barren and seem- 
ingly lifeless world of Shamain where she encounters 
her first foes and begins to learn the limits and poten- 
tial of her powers. Tackling a fish-faced biker boss 
leads to the city streets of Raqia and a battle against 
the gross, scaly school girl guardian revealed last issue. 
The twin worlds of Shehaqim and Machonom provide 
all manner of thrills ranging from Las Vegas-style slot 



Mastering Shina's many powers and abilities is the only surefire 

way to guarantee that her mission is a Success 




With varied stages, bizarre creatures and some truly outra- 
geous bosses, Silhouette Mirage is a little gem of a game. 



Shina's powers are only effective depending on the direction In 
which our heroine is facing. Red side kills blue and blue kills red. 



28 SEGA SATURN MAGAZINE 



LL1AKJ 



4-p 




As a quality 2D piatformer, Silhouette Mirage is in a class of its own. 

Fans of the company that created Gunstar Heroes are in for a real treat 



dung, 



s to breakneck races through trap- infested 
S, Players with supreme talents face their 
final challenge on Araboth, where Shina faces the 
mysterious leaders of the two struggling factions and 
learns her real role in the war of the worlds... 

So you're probably wondering what all this 
Silhouette Mirage coverage has to do with you loyal 
UK Saturn owners, Well, we're the first to admit when 
a game holds potential and Treasure's creation is cer- 
tainly no exception. As a quality 2D piatformer, 
Silhouette Mirage is in a class of its own and fans of 
the company that created Gunstar Heroes are going to 
be in for a real treat. Although Sega have declined to 
pick up the game for release over here, we've been 
speaking to certain third party companies that may be 




d powers of flight to avoid enemy fire. 



SORCERER SUPREME 



Only Shina has the power to save her world from destruction. 

interested in giving Treasure's latest creation life on 
these shores. Nothing's confirmed at the time of this 
writing, but we're twisting a few arms here and there. 
If we're successful, the Saturn will gain a 2D plat- 
former of mammoth proportions and there's every 
chance we'll also nab that elusive demo. 




Shina's twin Silhouette and Milage powers 
give her the ability to defeat enemies fiom 
either race, depending on the direction she is 
facing of course. When her red side is facing 
blue Silhouette creatures, she is capable of 
dispatching them with a quick energy blast. 
Likewise, her blue side is employed to anni- 
hilate nasty red Mirages. While Shina's basic 
single shot is fairly effective, our heroine 
may also purchase additional powers and 
magic from the handy rabbit vendor who 
appears at certain locations. Homing blasts, 
gaseous grinning skulls and powerful light- 
ning blasts may be added to her arsenal and 
used to teach her enemies that this lady is 
one tough cookie! 



If the going gets too tough, players have the ability to unleash 
a devastating blast to clear the screen of annoying enemies. 



This ED-209 w 
accurate blasts ai 



rtually unstoppable. Well-timed ai 
required to destroy it. 




SEGA SATURN MAGAZINE 29 



4^rJiTTITT71l 



ANARCHY IN THE NIPPON 

It's another 3D fighting game to issue forth from Japan's combat infested shores. Hmmm. Is there anything in Anarchy in the Nippon to 
make us just a little bit more excited? Yes, actually! 




THE ART OF NOISE 



One aspect of Anarchy in the Nippon which is 
impressive is the range of sampled speech and 
bone -crunching effects. It has to be said that 
the VF series' contact noises seem to have lost 
power since the almighty sonic onslaught of 
Virtua Fighter i, but Anarchy in the Nippon 
successfully brings some of those effects back, 
along with other equally raucous effects. It 
might seem like a small point but in the heat 
of battle, a cacophony of awesome noise really 
makes for a cool atmosphere. 




Throws are accomplished in a VF style with A and B buttons. 



onsidering that the Saturn has three of the 

greatest 3D fighting games around in the 

form of Virtua Fighter 2, Fighters MegaMix 

and Last Bronx, you'd think that the mar- 

uld be pretty much saturated. In Japan at least 

this is frankly not the 

Two new games are vying for the wallets of the 
Japanese fighting fan: the forthcoming conversion of 
Dead or Alive will be featured in the next issue of SEGA 
SATURN MAGAZINE. This month we've got hold of 
Anarchy in the Nippon - a videogame with a most 
intriguing origin. 

In Japan, there are many regional Virtua Fighter 
champions. These guys are amazingly good at the game 
-true masters. It's not unusual for them to spend whole 
days on Virtua Fighter 3 machines, or even having one in 
the corner of their bedroom. 

The Japanese firm KSS has brought together some 
of Japan's greatest Virtua Fighter warriors and put them 
to work on designing a home fighting game... the intent 
being to supplant Virtua Fighter 2 as best 3D fighting 
game on the Saturn. Shortly we shall seethe fruits of 
their labour as Anarchy in the Nippon hits the streets. 
SEGA SATURN MAGAZINE has had a good, long, 



hard look at the game and it's difficult to find fault with 
it. Any one expecting the loose controls and easy game- 
play of Fighters MegaMix is in for a disappointment - as 
you would expect from a game designed by VF fans, 
what we have here is pinpoint accuracy and strategy 
stressed above random button pressing. The combina- 
tion system used in VF also makes some kind of presence 
here- but the characters' vastly different techniques 
means that even VF masters will need to spend some 
time fully getting to grips with it. 

Other aspects of the game are also instantly remi- 
niscent of AM2's showpiece franchise. The visuals are 
super hires with some superb character texturing. The 
update is a totally solid 60 frames per second. There is 
never a hint of any kind of slowdown - the arcade experi- 
ence is certainly brought to bear in this game. 




Anarchy in the Nippon betrays its VF influences with PPPK attacks, as seen above. 
30 SEGA SATURN MAGAZINE 



This guy (he's fighting against himself here) is one of the flashier combatants in the g: 



nmmm 




The strangest throw in a fighting game ever! This is the time to go for a stomping move. 



fixisi£ m\*\W x "- 




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Once again the Virtua Fighter influence is seen in the form of Anarchy in the Nippon's floating combination methods. 

Designed by the world's greatest Virtua Fighter players Anarchy in 

the Nippon is a cool, technically impressive brawler with much promise 

range of fighting babes too, so that's all right then (but 
don't expect jelly-like wobbling breasts as in the forth- 
coming Dead or Alive). 

Anarchy in the Nippon deserves a European release 
of some sort, simply because with every month that we 
hear no more about Virtua Fighter 3, fighting game fans 
are getting increasingly more frustrated. Anarchy in the 
Nippon's similar adherence to fighting skill and strategic 
battling, coupled with its drop-dead gorgeous graphics 
make this a game that could do really well... 

-4-i> 



If KSS hadn't been careful, Anarchy in the Nippon 
could well have been a simple VF clone, but thankfully 
the designers have gone for characters that are as pretty 
far removed from Virtua Fighter as you can get. Indeed, 
we'd say that the influence for the characters is more 
SNK than AM2. SNK always inject some humourous 
characters to stand alongside their diehard heroic fight- 
ing masters and this is the case in Anarchy in the 
Nippon. Most amusing of all is a tight suit cladded busi- 
nessman in the habit of headbutting his opponents and 
scurrying between their legs! You get your ubiquitous 



The monsters are in and the speed is still unbelievably g< 



BACKGROUND ANALYSIS 



Since the days when everyone found out that 
Shim's bridges wouldn't be in Saturn VF2, the 
world has had a seemingly obsessive craving 
for 3D backgrounds in a fighting game. Last 
Bronx kind of delivered with its stunning roof- 
ing effects, but other than that, most of the 3D 
fighting games to date have made do with 2D 
scrolling backgrounds. Anarchy in the Nippon 
is exactly the same. However, the backgrounds 
are scaled in size (just as in VT2), meaning that 
there is some depth in what you are seeing. 
This effect (which isn't in ANY of the Tekken 
games) is pretty cool, actually. 





Once again we see the VF style UP and PUNCH jumping stomp. 



SEGA SATURN MAGAZINE 31 



IJ;U'M'J 



ENEMY ZERO 



How's this for a low budget sci-fi film plot: Aliens attack a space station, but in a clever saving on the special effects budget, the 
aliens are all invisible! Enemy Zero is a bit different though - guality sci-fi action? 




THE JAPANESE ARE MAD FOR IT 



Enemy Zero created a bit of a storm when it was 
released in Japan, and has since become one of 
the all-time highest selling Saturn games over 
there, thanks to the involving plot and cool FMV 
sequences. And the naked blonde woman proba- 
bly helped as well, come to think of it. Anyway, 
why has it taken so long to get an official 
release? Well, how would you fancy translating 
four CDs jam-packed with Japanese text and 
speech? Still, Sega are up for the job, and they've 
even recruited eighties female 'pop' singer 
Luscious Jackson to provide the voice of Laura! 




his game has the coolest Intro I've ever 
seen. Invisible aliens smashing through 
steel doors, chomping on the heads of 
the staff members hiding behind them, 
while fuzzy security cameras catch the blood spurting 
all over the wall, and a gorgeous blonde naked chick 
views the action on her personal view-screen. Oscar- 
winning stuff. The only minus point in this awesome 
sequence is that the computer generated babe doesn't 
appear to have any nipples. Not that I was looking. 
Anyway, that's beside the point, because this girl 
(Laura) has just woken up from cryogenic suspension 
to find herself on a space-station that's being devas- 
tated by blood-thirsty invisible aliens... 

The majority of the game is based around video 
clips, with some very impressive Doom-style 3D sec- 
tions linking areas of the station together. Players con- 
trol Laura as she investigates the crisis and horrific 
murders that are happening on the space-station. The 
first task is to explore the station and try to get the 
power turned back on - she has to talk to the remain- 
ing living crew members and find access cards for the 
doors, check out a map of the area, while all the time 
managing to avoid the rampaging invisible aliens. 

These invisible aliens are a bit of a problem. They 
wouldn't be so much trouble if they were friendly and 
made an attempt to fit in, like Mork from Mork and 
Mindy, but these aliens don't care about making jokes 
and observing the curiosities of Human behaviour - 



That's a very flattering camera angle for a young lady... 

they just tear people apart! Poor old Mindy wouldn't 
stand much of a chance with these heinous beasts, 
because being invisible makes it very hard even for a 
tough space cadet like Laura to survive. So how do you 
find and exterminate an invisible alien then? 

Well, Laura has a scanner which can locate the 
beasts in the real-time 3D sections of the game, but 
players have to pay close attention, because the scan- 
ner only emits a beeping noise - the nearer the alien 
the faster the beeps, and the faster the beeps the 



Most of the pics in this preview are taken from (he video clips, 
because they all look so damn dood. The video window isn't 
quite full-screen, but the quality is still pretty high. 



The combination of a stylish sci-fi plot and COOl 3D action should make 

Enemy Zero One to look Out for when it's released later this year 




Laura's just found a swipe-card that should al 
32 SEGA SATURN MAGAZINE 



s to the space-station's store- 



tlh-oh, now she's got a gun! And she means business as well. Watch out all you invisihle ; 



\UMMU&> 




Laura's listening intently to her ear-piece for a status 

more chance Laura has of being torn limb-from-gor- 
geous-limb. It's very tough to get the hang of, but 
there's a handy training mode which helps players get 
to grips with the action. There's a lot of pretty violent 
action in this and every other part of the game as 
well, with a good selection of exploding heads and 
violent deaths. It's even harder for Laura to stand up 
for herself because she only has access to one fairly 
pathetic gun that needs to charged every time it's 
used, and because of this and the need to rely on the 
beeping scanner, fighting these invisible aliens is 
much more like a strategic game of cat and mouse, 
rather than mindless shooting action, as players need 
to get as close as possible to kill the beast 
one shot. These 3D action sections which 
link the different areas of the ship are 
great - the idea of having to listen and 
concentrate on finding the aliens is 
fantastic, and it creates a genuinely 
scary and intimidating atmosphere, 
but anyone expecting Enemy Zero to 
be all shoot 'em up action will be dis- 
appointed - this is a very intense and 




must have very sensitive skin. 

highly plot-driven game. 

The game music also helps to generate a spooky 
sci-fi atmosphere. It's been composed by a chap called 
Michael Nyman, who sounds quite famous, but I can't 
quite place the name. Probably some American big 
cheese rock musician, and I suspect he's only responsi- 
ble for the more atmospheric music that features 
throughout the game, rather than the awesome Drum 
'n' Bass track that accompanies the excellent intro. 

This preview version of Enemy Zero is nowhere 
near complete yet (only two of the four CDs have been 
translated so far), but already the game looks like 
being an extremely playable mixture of great movie 
clips and tense 3D hunting, with a stunning 
■fi plot and some gratuitous violence 
ind nudity thrown in. Cool! Will we 
finally have a game worthy of the tag 
Interactive Movie' after all these 
years of trying? Well, the game is cur- 
rently scheduled for an early 
December release - we'll keep you 
posted on development... 

4B> 



(Above) There may he a picture of one of the mean aliens in the 

but they're invisible so it's kind of hard to tell. 
When playing the game you'd know if an alien was nearby - the 
scanner would be beeping like crazy. 



MUST BE SOMETHING IN THE WATER 



Enemy Zero was created by top Japanese games 
company Warp, best known for their previous Saturn 
game 'D'and for the antics of their totally crazy boss 
Kenji Eno. When Enemy Zero was launched in Japan, 
Eno decided to put together a very limited edition 
box set (only 20 copies), that cost the equivalent of 
£2000! Even more bizarre was the fact that Eno deliv- 
ered the boxes personally to those Saturn owners 
mad enough to spend two grand on his game. 
They've also just released a Saturn game in Japan 
that has no graphics at all -just a completely blue 
screen and some complicated audio-based gameplay, 
which has so far defied all attempts at rational expla- 
nation. A European release for that one seems rather 
unlikely, don't you think? And to cap it all, Eno is cur- 
rently creating a comedy TV show just for Japanese 
television (starring himself and six gorgeous women) 
all about the trials and tribulations of the boss of a 
Japanese software company! The boy's obviously not 
right in the head! 




n't help but notice the quality workmanship on that chair... 



...workmanship that's even more impressive from this angle! 



There really is an incredible amount of detail in the FMV 
sequences. Every single shot looks like it's straight out of a 
drawer sci-fi movie, and the plot's just as detailed. 



SEGA SATURN MAGAZINE 33 



yllU'JUJ 



THE LOST WORLD 



One of the summer's highest grossing movies, Steven Spielberg's dino seguel is also Saturn bound. But with the lost World receiving 
mixed reviews will it fare any better as a video game? 




There's nothing more annoying than being chased by a two ton 
i. Run like the wind little Compy, run like (he wind! 



SOMETHING HAS SURVIVED 



Megadrive owners may experience a sense of 
deja vii when playing The Lost World as its mix 
of both humans and dinosaurs has been tackled 
before in a 16-bit version of the original movie. 
With the Saturn game, DreamWorks has upped 
the character quota with The Lost World boasting 
such numerous playable and non-playable crea- 
tures as the tiny Compy, vicious Raptors, lumber- 
ing Brontosauius, lethal human poachers and a 
certain two-legged towering terror. 



I he old adage of movies making dreadful 
| licensed games is certainly one that 

ings true for most film-themed 
| titles. As Acclaim have 

learned the hard way, a top quality 

movie doesn't necessarily guarantee 

a hot console hit. For every Alie 

Trilogy there's a Crow: City of 

Angels and many 

developers are now 

wary of even the most sure 

licences. That being the case, it's encouraging 

to see that the interactive arm of Spielberg's new 

wonder-studio, DreamWorks SKG, has apparently 




spent the time and effort to make The Lost World: 
Jurassic Park just that little bit special. 

Completely ignoring the plot of the movie alto- 
gether, the game propels players into a number 
of prehistoric platform levels where they're 
presented with the opportunity to take on 
the role of both human and dinosaur char- 
acters. Although The Lost World is set 
the same abandoned tropical 
land as the film, the game's 
structure consists of basic Pandemonium- 
style pseudo-3D stages requiring players 
to negotiate tricky ravines, perform well-timed leaps 
of faith and generally avoid becoming extinct. 
Essentially billed as a constant learning experience, 
The Lost World attempts to let players "grow" as they 
continue, with many varied levels ranging from a tiny 




The final level finds scientist Sarah Harding desperately trying 
to escape from the dino-infested island. Players n 
their skill in order to avoid ending up as an early lunch. 




A scavenger and pack animal, the Compsognathus uses its speed and agility to overpower larger creatures. 
34 SEGA SATURN MAGAZINE 




umu.i 



*^> 




It's clear that DreamWorks has made every possible effort to 

simulate the believable environments glimpsed in The Lost World 



Compsognathus searching for food in order to survive 
through to the Bionic Commando-style human hunter 
stages and culminating in some satisfying 
Tyrannosaurus Rex stomping. 

While dashing from left to right seems to con- 
tribute the dino's share of the action, The Lost World 
also contains a host of secrets to discover and power- 
ups to collect, with the latter being hidden in the 
usual impossible-to-reach locations. For the dinosaurs 
these items consist of basic food required to keep 
their strength up, for the humans they range from gas 
canisters and automatic weapons to health icons and 
rocket launchers. Cunning use of both natural abilities 
and handy power-ups enable smart players to make it 
safely to the next challenging stage in one slightly 
battered piece. 

As a relative newcomer to the world of interac- 
tive entertainment, DreamWorks SKG has used its 
extensive knowledge of the entertainment industry 
and its unique access to the game's source material to 
craft a potentially cool title. Not only do all the 




The Lost World, an island paradise that is home to some of the 
most dangerous creatures that ever roamed the planet. 



MOMMY'S VERY ANGRY! 



Tackling the game's earlier levels acts as a taster 
for the final ground-shaking T-Rex stages. As 
easily the most popular character in both films, 
the T-Rex lives up to its reputation by providing 
some of the game's more enjoyable and memo- 
rable moments including the ability to munch 
hapless humans, trash base camps and cause 
plenty of damage to anything that's unfortunate 
enough to get in this terrible titan's path. 




dinosaurs move extremely fluidly, but they're all 
based on the actual CC models created by the special 
effects gods at Industrial Light & Magic. Likewise, the 
Lost World's use of digital sound effects is breathtak- 
ing, ranging from the atmospheric ambient noises of 
the jungle to the Dolby Surround-pumping cry of the 
fearsome T-Rex. 

It's clear that every possible effort has been 
made to simulate the believable environments 
glimpsed in the movie and players will be hard 
pushed to fault the game's overall presentation. 
However, it's in the gameplay department that the 
Lost World's inhabitants will encounter their greatest 
challenge, facing off against such Saturn platform 
stalwarts as Pandemonium and Bug Too! Hopefully, 
Spielberg's creation will find favour with both movie 
fans and Saturn owners alike thanks to its attention 
to detail and sheer ferocity factor. For the full DNA 
dino-test, check out the essential SEGA SATURN MAG- 
AZINE review next month. 




Collect hidden DNA strands to access hidden bonus artwork. 



SEGA SATURN MAGAZINE 35 







REGARDING SONIC R... 

Dear SSM 

Regarding Sonic R (issue 22): "Check out the amazing 
reflective effects - PlayStation can't do this". Sorry SSM, 
but that's bullshit. Sure, it looks great and I can hardly 
wait for the title, but do you honestly believe that the PS 
can't perform this effect? You're showing a real lack of 
knowledge if you do. Vou also state in the same issue 




during your Sonic Jam review that the graphics in the 
Sonic World section easily rival those of Mario 64. Have 
you seen Mario 64 in action? Don't get me wrong, I was 
well impressed with Sonic Jam, but the graphics of 
Mario 64 are in a different league entirely. The new 4MB 
RAM cart could help to replicate some of the effects 
seen in Mario 64. Come on Sega, pull your finger out! 
And, more so, come on SSM... none of us want to see the 
Saturn fade into obscurity, but you must be honest with 
your readers. Statements like the aforementioned are 
reserved for sad Amiga owners who can't come to 
terms with the fact that their machine is dead. 
Matt Belcher, West Midlands 

j 4^. Clearly it is your knowledge on the subject 
^^^ Matt, which is, to use the vernacular "bullshit". 
Direct your attention to last month's interview with 
Travellers Tales' Jon Burton, where he stated "the mist- 
ing technique (where the backgrounds fade in to view) 
would drop the frame rate to about 10 frames a second 
or less on the PlayStation, the reflective water would be 
VIRTUA11Y IMPOSSIBLE to achieve, and the Saturn has 
better Gouraud shading giving much smoother light- 
ing." As for your second point, we've all played Mario 
64 to the point of boredom, which is why we feel confi- 
dent in saying that Sonic World's engine is more than a 
match for Mazza. If anything, Sonic World's environ- 
ment is more densely populated and more detailed 
than those of Mario 64, without the eye-bleedingly 
blurry graphics. LEE 

Maybe directly comparing Mario 64 to Sonic World is a 
bit off, as the Sonic Team use a combination of zD and 
3D to achieve their effect. But the overall affect is 
extremely similar, minus (as Lee says) the crap mip- 



mapping which always makes me think I'm completely 
short-sighted. Oh, the 4MB RAM cart is exactly that: 
extra memory. It WOULD NOT help replicate effects N64 
does with hardware. RICH 

PHIL HAS LEFT THE BUILDING! 

Dear SSM 

In issue 20 of your magazine you printed cheats for 
Tomb Raider which you said were obtained from Core 
Design. However, one evening I tried this cheat and like 
everyone else who has ever tried it, couldn't get it to 
work. So as I was badly needing some help on this ace 
game, I decided to give Core a ring. I asked the man over 
the phone how to perform the level select cheat, but to 
my horror he told me that there were no cheats whatso- 
ever for the Saturn version and that all the cheats print- 



ed v. 



,■ !.;!',■■ 



Please tell me who is right as I really need some help in 
level seven of this game 

John "Games Guru" Lowery, Northern Ireland 

,*5, witn SSM's tipster Phil Dawson's recent "depar- 
^^^ ture" from the EMAP building, it would be easy 
to heap the blame on him. So... er, it was Phil's fault. No, 
just kidding Phil. After repeated telephone conversa- 
tion's with Tomb Raider's programmers, we were 
informed of a level select cheat which was subsequently 
printed in several editions of the mag. Of course, this 
cheat turned out to be complete and utter rubbish, all 
the while Eidos insisted it worked. In the end we reached 
the conclusion that either the programmers were com- 
pletely mad, but in a moment of clarity had created a 
stunning videogame before reverting back to their 
demented ways, or they deceived us. Either way, there's 
no Saturn Tomb Raider level select cheat that we know 
of. Besides, if you're such a games guru John, why 
haven't you progressed past the seventh level of Tomb 
Raider yet? LEE 

UNHAPPY SATURN OWNER WRITES-. 

Dear SSM 

I am a Saturn owner but I am very unhappy. You see, I 
think it's crap. Reasons? Well it is slow, it is very jerky and 
its conversions are a pile of crap, the PlayStation ones are 
mint. It can't handle a piece of crap it's that bad Quality 
over quantity is poo. Just because it has no backers and 
hardly any games, some sad Saturn owners have this tat- 
tooed on their arse. Time Crisis is a mint game and 
Saturn owners could not even dream of such a game on 
their console. 

So because of these reasons I think I should get the best 
console in the world, the PlayStation. 
Omran Shroufi, Sonyville 

JLZ, We're prepared to concede that many Saturn con- 
""^^ versions of PlayStation titles have not been up to 
standard, which naturally reflects badly on the console. 
Yet to assert that this is as a result of the Saturn being 
"slow" and "very jerky" is ludicrous, as it is clear that 



when competently programmed the Saturn can produce 
visuals far in excess of anything achieved on the 
PlayStation. As for your "it can't handle a piece of crap" 
argument, would you care to explain the inferior 
PlayStation versions of Duke Nukem 3D, Marvel Super 
Heroes and Exhumed to name a few? They're hardly 
what you may refer to as "mint", whereas the Saturn 
versions are. And quality over quantity isn't poo. It puts 
us in the desirable situation of being able to fill our 
pages with some of the finest games of our time 
(notably Duke, Quake, Sonic R, Marvel) rather than the 
deluge of toss you'll find in the PS mags which nobody 
of sound mind would even consider purchasing. As for 
Time Crisis, Saturn owners don't need to dream of such 
a game, as they've been playing the likes of Virtua Cop 1 
and 2 for literally years now, whilst PS owners await 
Namco's blatant rip-off. LEE 

If you truly believe that "quality over quantity is poo", I 
highly recommend that you do indeed buy your 
PlayStation. The Saturn is a machine for hardcore 
gamers who know the value of quality titles. I'm not 
saying that the Sony machine is bereft of good games, 
but what the Saturn does best, the PlayStation can't 
match. Additionally I suggest looking up the won! 
"mint" in your dictionary. RICH 

QUAKE IS COMING! 

Dear SSM 

I just want to know what the big deal is about Quake. 
Everyone who owns a Saturn is dead excited about its 
release, but the truth is that it's been out for over a year 
on the PC. Experienced gamers will know that Quake 
comes into its prime when played as a two or more 
player DeathMatches and co-operative games, at this 
it's unbeatable. But as a single-player game, I'm with 
the school that believes that Duke Nukem }D and Dark 
Forces are better games. And since the Saturn has no 
link-up mode, I think Saturn Quake isn't going to be as 
brilliant and durable as everyone thinks it is going to be. 
Consoles trying to imitate PC classics (Doom, Quake, 
Duke etc) have got a lot to live up to. 
Tom Elstob, Ipswich 




pinra^i 



j^— The point is Tom, that very few Saturn own- 
■^^ ets have access to a PC, given the preposter- 
ous amount of money they cost. So for many people, 
the incredible Saturn conversion will be their first 
opportunity to experience the mighty Quake, rea- 
son enough to get very excited. Admittedly, it looks 
increasingly unlikely that Lobotomy will include 
any multiplayer options in their conversion, but 
you're not seriously suggesting that Quake is redun- 
dant as a one-player game, are you Tom? Besides, 
the only school that we know of that believes Dark 
Forces is a better one-player game than Quake is the 
special needs school. LEE 

1 agree that Quake may lose something with- 
out DeathMatch, but it's still an amazing game. 
What are you saying - that without DM, there's no 
point at all converting it? Hmmm. Consoles trying 
to imitate PC classics have got a lot to live up to, I 
agree. That's why Saturn Duke Nukem is so ace! And 
[ should know having played it, as opposed to you, 
who hasn't. RICH 




BOOK WINNER 

SEGA IS THE FUTURE 
OF GREAT GAMING 

Dear SSM 

With all the negativity being | 

pushed in certain circles j 

regarding Sega's wonderful 

Saturn console, I thought I'd 

better redress things a bit with a few important 

points on the other side. 

i. The Saturn is the cheapest, most accessible 

machine ever seen on the planet with that amount 

of processing power. At £99, it is £30 cheaper than 

the PlayStation and £50 cheaper than an N64. 

2. The Saturn comes with internal memory, so 
you are not ripped off as with the other consoles 
by having to buy a £20 memory card to play 
most games. 

3. The Saturn has the best 3D fighting games on 
any system bar none, in Fighters MegaMix and 
Virtua Fighter 2. 

4. The Saturn has a range and depth of games that 
the N64 will probably never achieve. 

5. The Saturn has far more RAM than the 
PlayStation, enabling faster loading times and the 
coding of vast games like Quake, which it seems 
the PS cannot handle. 

6. The Saturn has expandable memory capabilities 
with the new RAM cart, allowing for even better 
quality gaming. 

7. Unlike a certain other console I could mention, 
the Saturn hasn't been plagued with unreliability 
problems and disc skipping. 

8. The Saturn has brilliant and exclusive range of 
arcade games and exclusive RPCs such as Dragon 
Force, Shining the Holy Ark and Grandia. 

9. Finally, go to any major arcade to look at the 
future of console gaming. Look at the cutting-edge 
games which everyone is playing. You'll see that 
most of them are made by Sega. Not bylohnny- 
come-lately companies entering the console field to 
make a fast buck. You will look in vain for Sony, or 
even Nintendo. Sega is the future of great gaming. 

James Grant, Yorkshire 

Well that's just as well really, isn't it? RICH 



WHAT HAPPENED TO JONAH? 

Dear SSM 

Why did you print Jonah Lomu Rugby in the Out Now 
section of Issue #22? I have had one source now say the 
release date is October, whereas most suppliers still 
have no release d3te! 

I nowtake no interest in your release dates, so please 
don't print them until you have it in black and white. 
Sod this mate, I'm off to buy a PlayStation. 

Mark Ward, From a fax machine somewhere... 

AS, The release dates printed in this fine publica- 
'-^^ tion are accurate at the time of going to press. 
On occasion these change due to circumstances beyond 
our control, as in the case of Jonah Lomu Rugby. 
Codemasters have held the Saturn version back with 
the intention of having a simultaneous release with 
the PC version of the game, coinciding with the start of 
the new rugby season. This means all things going to 
plan, the Saturn version of Jonah Lomu Rugby should 
be in the shops by the time you read this, which you 
could have discovered some time ago by simple tele- 
phoning Codemasters yourself. LEE 
Our release dates come straight from the companies 
involved and they're passed straight on - excuse us if 
our crystal ball is a bit murky but we're doing the best 
we can. Out Now is written six weeks before the mag 
actually comes out, so again we have to rely on outside 
info. Unless you want "Out Last Month" instead. RICH 

ANOTHER SATISFIED CUSTOMER 

Dear SSM 

What is wrong with some of your readers? Everywhere 
I look some idiot or another is slagging off your mag 
and moaning about demo discs. And another thing, 
why have some of your readership fallen in love with 
that puerile trash known as Saturn Power? Don't these 
mugs realise they're being taken for a ride? They are 
handing over £5.00 for a poorly written, badly laid out, 
amateurish "fanzine" which annoyingly rounds off the 
corners ofits screen shots, and churns out increasingly 
poor "demo" discs. I suppose the first disc was okay. 
Granted, all the playable demos were already on sale, 
but let's not be pedantic, eh? The second was a tragedy 
though, a rolling demo of Hardcore 4x4 and two of the 
jerkiest, most unplayable games ever in Actua Soccer 
Club Edition and Reloaded. Well, we all know the story 
of the third disc. Can they seriously expect people to 
hand over a fiver to listen to game music? 
Well I for one think you're doing an excellent job. Your 
reviews are never biased, the layout is superb and 
although your discs aren't monthly, they're ACE! 
Craig Ward, Lines 

Jf£, Thanks Craig - and hey 38,941 other readers 
^^^ can't be wrong, can they? The only problem is, 
it's only the ones with complaints or queries who tend 
to write in, damn them, making for a pretty miserable 
letters page. As for our discs, hopefully they should be 
more frequent over the coming months... LEE 

From now on, could all you lot direct your criti- 
cisms of Saturn Power straight to them please? The war 
of words between the two mags is getting a bit ridiculous 
really especially as now they want to make it more... per- 
sonal. Not that 1 really care -the success of a mag is down 
to sales - SP's "estimated" ABC sales figure is 22,000. Ours 
is over 16,000 stronger - which suggests that many more 
people prefer SSM's approach to covering Saturn games. 
And while their CDs have apparently dried up, we're 
going to INCREASE our disc activities. Trust si 
who knows: the best is yet to be.. RICH 



Briefly... 



Dear SSM 

He he he he ha ha ha ha haaa... I am quite mad. 
A disturbed person, Lancashire 

* J-. Indeed. LEE 

-^^ I have no idea why Lee has entered this 
letter for inclusion in the mag. Don't waste your 
effort and money (and our time) on such insolent 
buffoonery again. RICH 

Dear SSM 

I am having a few doubts about Sonic R. The 
graphics look stunning, but what about the 
payability? After reading the showcase in issue 
#22, it appears you run around five tracks trying 
to beat four opponents. A bit boring methinks. it 
sounds a bit like the bonus stage from Sonic 2 
with nice graphics. If this is part two of Project 
Sonic, is it worth the wait? 

Ronny Dobbs, Middlesbrough 

j- Clearly you didn't read the showcase 
"-^^ carefully enough Ronny, otherwise 
you would have discovered that Sonic R is 
much more than a straightforward racing 
game. There's a vast exploration element not 
seen in other racers, hidden routes to discov- 
er, rings to collect, power-ups to locate, a myr- 
iad of secrets and loads more cool stuff. Put 
simply, it's a breathtaking game and most 
definitely worth the wait. LEE 
As Lee says, read the feature properly before 
moaning. Sonic R has the potential to out- 
quaff Mario Kart 64 in terms of visuals and 
gameplay, such is its powerl Hopefully your 
doubts will evaporate when you play the 
EXCLUSIVE demo coming soon to SSM! RICH 

Dear SSM 

i'd just like to say that your coverage of the recent 
Sonic Jam was excellent, which led me to pur- 
chase a copy of the game the very same day it 
came out and it more than lived up to my high 
expectations. In fact, I liked it so much, I was 
wondering what the chances were of Sega 
releasing a Sonic Jam Volume Two, featuring the 
remaining Sonic titles from the massive back cat- 
alogue (Sonic Drift, Chaotix etc). I know the 
graphics are a bit rubbish, but it's like you always 
say, it's the gameplay that matters most. 
Mike Spencer, Hartlepool 

jflt The whole point of Sonic lam was to rein- 
■^^ troduce Sonic to those who missed out on 
the phenomenon first time around and build 
anticipation for the awesome Sonic R. With that 
goal achieved, there really is little point in releas- 
ing a volume two, especially considering the 
other Sonic games you mention never really had 
the same impact as those featured on Sonic Jam. 
A shame, really. LEE 

The other really cool thing about Sonic Jam is 
that the four games included were actually coded 
by the Sonic Team (as opposed to the others) and 
were by far the best Sonic games you could get. 
Did you actually play Sonic Drift (shudder)? RICH 




Questions. So many questions. And answers. That's what we (we being 
Editor Rich Leadbetter and Sega Overfiend, Mark Maslowicz) have for you. So 
send them in to I AM HONESTLY INTERESTING Q+A, SEGA SATURN MAGAZINE, 
37-39 Millharbour, London E14 9TZ. Or email them to ssm.qa@ecm.emap.com. 
Oh and Paul Gibbs: Batman and Superman aren't Marvel characters so they 
aren't likely to appear in any Capcom Marvel game. We're getting a lot of 
Marvel wishlists/ comments actually - send 'em in to Virtua Writer, not Q+A! 



THE £15.00 VF2 MAN! 
Dear SSM 

I have a few questions that me and my army of headless 

chickens have to ask you and your magazine. 

i. Will Touring Car retain its glorious hi-res graphics? 

i. I've noticed that since you started from your first demo 

disc, it's been three issues then a demo discs. Coincidence 

or set routine? 

3. Was VF2 for £15 a decent buy? 

4. Will Last Bronx truly surpass VFz? 

5. Will there be a sequel to Sega Rally? 

6. What will happen after VF3? 

Joe McCoy, Glossop 

M^, 1. Nope, but it still looks cool. 2. We produce 
•^^ discs as we get them. There is no set routine. 
3. Oh yes sir! 4. Nope, apart from graphically. 5. It's a 
good possibility. 6. VF4, presumably. By the way you 
should have said "my headless chickens and 1". 

THE MOST BIZARRE SONIC QUESTION EVER 

Dear SSM 

1. Is Saturn Quake or Saturn Duke Nukem 3D going to be 
any different to the PC versions? 

2. Is Quake only going to be converted onto the Saturn 
and N64? 

3. When is Croc coming out on the Saturn and is it 
any good? 

4. Is there going to be an Exhumed 2? 

5. Has Heart of Darkness been canned on all formats? 

6. Is Sega's light gun game. The Lost World, coming out 
on the Saturn? 

7. Is there going to be another Sonic compilation with all 
the Game Gear Sonics on it? 

Someone, Somewhere 

A*, 1. Yes they will be different. Look at the 
~^^ reviews and showcases of both games for 
details, a. It may now appear on PlayStation (and you 
won't believe who's doing it on spec for GT) but not 
until summer next year at the earliest. 3. Croc's out in 
November. As to whether it's any good, I'd say yes ■ 
but read the review this issue for the whole story. 4. 
Unfortunately only on PlayStation. 5. The developers 
are still doing it, believe it or not, despite Virgin hav- 
ing canned it so it might appear via someone else. 6, 
There are no plans at this time. 7. Er, why bother? 

PERPUXIHG FV/ VF2/ FMM CONUNDRA 

Dear SSM 

This is the first time I've wrote to your awesome mag so 

can you experts answer my questions? 

j. When Daytona USA first came to the Saturn, it had an 

extra Saturn Mode option Will the same happen to Sega 

Touring Car? 

2. Do you think it would be better to buy Fighters 

MegaMix rather than getting VF2 and Fighting Vipers? 

3 Could you please give me about two to four games 1 



could purchase after Christmas '97? 

4. Will Need for Speed 2 come out on the Saturn because I 

think the first one is wicked. 

Brett Turner, Nottingham 

^r 1. You betcha. Look at this issue's showcase for 
~^^ detailage. 2. Hmmm. No. You really need to 
own FMM and VFz as opposed to FMM and FV, which 
are too similar. 3. Why not just get Duke Nukem 3D, 
Resident Evil, Sonic R and Touring Car - all of which 
will be out before (and indeed after) Christmas. 4. 
There are no plans at the moment. 

Q+A GOING DUTCH SHOCKER 

Dear SSM 

Please answer my letter as 1 wrote to six different games 
mags so I hope the seventh time is going to be lucky. Now 
on with the questions. 

1. 1 collect another mag called CVG (Vou must have heard 
of them (Who) - Rich)) and on one of the pages that had 
Capcom games all over it there were games like Marvel vs 
Street Fighter and Pocket Fighter. Are they coming to the 
Sega Saturn? 

2. When will X-Men vs Street Fighter be coming out on 
the Saturn? Possibly in the first quarter of '98? 

3. Do Sonic Team have any plans for a full 3D Sonic game 
like Mario 64? 

Ben Duerden, Holland 

_^^ 1. Marvel vs Street Fighter is definite. Pocket 
~^~^ Fighter is highly likely. 2. It all depends on a) 
whether Virgin want to release it and b) whether Sega 
will release the 4MB RAM cart. It's not out of the ques- 
tion but Sega don't seem keen at the moment. SHAME 
ON THEM! 3. The Sonic Team have MANY plans! 




GO FOR SWITCHES OVER CARTS YOUNG HAN! 

Dear SSM 

I am a fan of Capcom beat 'em upsand other bizarre 
Japanese games which you often showcase in your top 
class mag. Please answer my import gaming questions. 
1. 1 have seen ads for a peripheral that allows you to play 
import games on a UK Saturn. Is this the only way? 



2. Would this interfere with a RAM cart if I had one? 

3. Would an import HAM cart work on a UK machine? 

4. Will CyberBots or Silhouette Mirage ever get a UK 
release? This would save me a lot of hassle. 

5. Imports aside, X-Men is cool and I've no doubts that 
MSH is also superb. Will we ever see any DC licensed 
games? I would love a game of Superman vs Doomsday. 

Andy, Broadstairs 

>r 1. Nope. The best way is to have country code 
w^ and NTSC7 PA1 switches added to youi Saturn. 
That way you get a full-speed, full-screen display 
which you DON'T get with the peripheral you men- 
tion. To be honest, this is the ONLY way that an offi- 
cial UK Saturn owner will get to play the likes of 
Maivel Super Heroes and Street Fighter Alpha 2 the 
way they were intended to be played. The upshot of it 
is that your warranty will be made void (if your 
machine is less than a year old), but to be honest, if 
you're that serious about 2D games like Capcom's, it's 
the only way to go. 2. It certainly would. Get the 
switches. 3. Indeed. 4. CyberBots, no. Silhouette 
Mirage - you've got to convince Sega, who aren't keen. 
5. No plans yet. If Capcom did a Marvel vs DC fighting 
game (or J LA vs Avengers), 1 would be most happy 
indeed. This Marvel vs Street Fighter nonsense makes 
for great gaming, but let's face facts: none of the SFers 
would stand a chance against superhuman opposi- 
tion. I defy any Capcom fan to challenge this argu- 
ment in the pages of Virtua Writer! 




J Aha - this little section is 

where we answer the most 
frequently asked questions. FAQ. Geddit? 

l. Is Fighting Force coming out in the UK? 

^ BE Well apparently it is now. We have it on 
^^^ good authority that if Sega won't license it 
for release, Eidos will get around to doing it them- 
selves. Development continues regardless. 



Is House of the Dead c< 



g to Saturn 



j^_ Sega are continuing to bring their arcade 
-^^ produce across from Model 2 to Saturn and 
House of the Dead is extremely likely to appear. 



II there be a Saturn 



„^K The machine is in the preliminary stages 
~^^ of development. It's unlikely to be called 
Saturn 2 (or BlackBelt) and it's unlikely to be out 
for a long time. However, we guarantee that it 
will be OBSCENELY powerful. Forget PCs, 
definitely forget N64 - Sega's new machine will 
be incredible. 



38 SEGA SATURN MAGAZINE 




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SATURN MAGAZINE 



* 



SHOWCASE 




n 3D? If I was only going to buy 
,1,, „,, (he two games, which should I get? How is the game affected 

iou iM.ii ulg jmuiu |«iuui is without muJtiplayei capabilities? They're all really good questions 

ping with this technology is and you'll find the answers to them f 

never designed to do this and sively next issue. If all of Lobotomy's plans come together. Quake 
job, Saturn is performing the should be a revelation! 



SHOWCASE 




The lighting effect seen when using the powerful Thunderbolt i 



ags and ogres tend (a populate the 



iETTTimnwi 




«#r 



M— 



MmmMMMm 



QUAKE: THE MONSTERS! 






gi 



; is the sheer size of the levels. Quake's designer: 
have had a field day constructing enormous stages packed with 







of the original 

marine is easy to gun down, 



in Quake. At close-range leaps (so they can jump platforms and get gift of flight, 



tough... but not too tough. 




with swords to take you 
range, but only the Hell Knight has t 
magic spells necessary to attack from 
i. The basic knight is pretty easy I 



ows they leap out at you and 

around the level after you. When they're ity to Ore homing mines at you. Very cun- A 

cluse they explode. BAM! You're dead. Or ning footwork is required to shake those the Necropolis level. Grab 1 



SHOWCASE 




■HHRI 



jjWffiWMHM^^m 



QUAKE: THE WEAPONS 



Four is pretty spect 
ually. The shadows are 



SHOWCASE 



ARTIFACTS OF POWER! 




■ 




ARTIFACT #2: RING OF SHADOWS ARTIFACT #3: BIO-SUIT 

This turns you invisible, with only The world of Quake is full of toxic 



. Every shell, nail creature sees you before you 
jr rocket you fire has its 



a blood hath of you. Look at the cool transparent 



oding blue blobs which can secret levels too - typically one per Episode, 

of these stages were particularly i 
ide of this Episode is its sheer beauty. Decked out in low gravity activities in Ziggurat ' 

p shadows and awesome architecture, this is REALLY what Software 

Quake is all about and the fact that the Saturn is handling it at all 

5 machine plus Lobotomy s — 



THE SECRET STUFF 



jB^il»Sil 



ine better 
; than a little intiigi 
with. Patience, young man... 







Some secrets are found by shooting odd-look- Shooting the planet causes i lift to rise, taking you Go through the door and enter the hidden arm. 
' sample, check up onto the ledge. It also opens a door with another Inside is a brilliant Quad Damage power-up. How 

it... planet symbol on it. Blam! Ana... enrions eh? plow throngh the enemies! 



A bit of a cunning one, this secret. A strange This opens ; 

symbol is found at the top of a very tall room. ing lift 



rnrarcmi 





V#<W 



QetjvWPlNc. 




So... Du' 



.3D. 97%. The best. 



m 



.eath Tank - the best multitap game 
clear that pnognammens Lobotomy are 
time for a full-on EXCLUSIVE inquisition 



overall product (phi- 
the only console Di 



4^1 










"Mi 


Plflfll^lll 


gpa 



game? Piesumably you've ! 



LOBOTOMY The N64 . ... 

isn't Duke Nukem 3D. it's "Duke N64" watered down with 

— SDishipar- 1- "-' 



mm 



■1 



mm* 



i 



Ma 



two projects went their separa' 
.ys. The polygonal enemies ; 

, as are the polygo- 



*'' v . 



- 



md sound guy did a very good 



INTERVIEW 




the detail in the levels while 

ing frame rate. With the 
ve hired some Softimage 



2 them look correct. We think the 
: look great, and in some cases look better than 
: versions. For the levels, Paul Knutzen rebuilt . ... . 
. This took 

quite a while to do, but the end result looks great, and just as 
importantly, plays great too. 



sion of Ouake in oui possession rhei 
e difficulty level. Will all three appear? If not, i: 



LOBOTOMY At this point we do not i 
multiple difficulty 
primary issue is 



IINTERVIE E^a 


H '*-L S ^M * ■ fS^^k 1 




an after hours and lunch hour only 
event. Everyday you can hear 




other during these games. 
SSM Who's the best Death Tank 


LOBOTOMY One of the beautiful 
things about Death Tank is that 
once the initial learning curve is 
conquered, the game becomes very 


different winner each day because 
we are all fairly equal in skill. 



INTERVIEW 



■thing before deploying thus 







m 



i 












aa j waa a 



*fc£u 



ISM And finally, have yon got a 



smoothly as the Saturn original a 

is changed. Wh 



wmmm 



Death Tank 



I he most incredible thing is, this game is free. It was 
a present for being clever enough to locate all of the 
team dolls in the American and Japanese versions of 
I Exhumed, but as the PAl version was released first, 
Lobotomy didn't have time to include Death Tank in the OK 
release. But don't worry, when you buy yourself a copy of Saturn 
Duke Nukem you find the full six-player version of Death Tank 
hidden away on the disc! 

HOW DO I FIND IT THEN? 

Death Tank will appear as an option when you complete Duke 
Nukem, but there's a catch - the game takes a look at your 
Saturn's memory to see if there are any saved positions for either 
Exhumed or Quake (Lobotomy's two other Saturn games), and if 
there are, Death Tank is then selectable! That's the only way to 
access it we're afraid to say, which is probably one of the cheeki- 
est (and best) ways for Lobotomy to promote their other games. 
So, assuming that Exhumed is already in your games collection, 
six -player action is go! 

SEVEN PLAYERS? ALL AT THE SAME TIME? 

Joypads! We need more joypads! Even our dodgy analogue pad 
that doesn't work properly was in demand, as Death Tank 
fever ripped through the office. The rules are simple - even a 
small child could swiftly become a military expert - games 
take place over five, ten or 15 individual rounds, the left and 
right shift buttons trundle tanks across the screen, the D- 





These pics are from original 
Death Tank... the version with 
Duke Nukem is the enhanced 
Death Tank Zwel with seven- 
player action! 



That enormous great cloud is the last remnants of ao enormous Nuke fired by 
the red tank. Death Tank is the BEST multitap game you can buy! 



moves the targeting arrow, the A button fires and the B and C 
buttons toggle between weapons, while the X, ¥ and Z buttons 
fire some of the more advanced weaponry. All of the weapons 
leave a vapour trail in the air showing their trajectory, so 
players need to quickly adjust the length and angle of the 
target arrow to hit their opponents, with about four hits 
needed to destroy a tank. Sounds simple eh? Well it is, until 
you start to play around with the weapons... 

THE WEAPONS? 

Everybody has a standard canon with unlimited 
ammo, and players are given cash bonuses for 
winning and destroying opponents ■ cash which 
can then be spent in the between level shop on no 
less than 12 different weapons! Icons are displayed 
at the top of the screen to show which weapon is 
selected during the game - Nukes and Rolling Mines 
are the favoured choices here at SSM, but some of 
the more exotic hardware like the MIRV, Air Strike 
and the Death's Head are well worth checking out. 
Experimentation is the key to victory. Oh... look out 
for the shining objects hidden in the landscape - 
collect them for hidden weapons! 

ANYTHING ELSE WE SHOULD KNOW? 

Loads. Watch out for some aeroplanes that random- 
ly appear at the start of a round - they drop little 
parachutes that carry extra credits to be spent on 
weapons. There's also another random feature as 
well - the awesome Blitz round! Usually it takes a 
few seconds for your tank to reload and fire 

another shot, but when a blitz round randomly pops up, tanks The screen above is the 

can fire their standard canons constantly, which makes for the weapons shop which appears 

most frantic and intense battle imaginable! at the end of each round. 

The scenery is important as well - tanks are dropped in 
random positions at the start, and a lucky start 
point helps a great deal, although expert players 
make their own luck by using the Hover Coils and 
Jump Jets and flying to a better position! Oh and 
as you can see from the pics, the landscape takes 
a hammering from the weapons as well - Nukes 
leave massive craters, and Air Strikes level most 
of the screen! 

Death Tank is basically one of the finest multi- 
player games ever created, and Lobotomy are 
giving it away! It's an outrage! 





SEGA SATURN MAGAZINE 51 






jJj 1 ?^ ifJ^-WT- 





Marvel Super Villains! 



acter - providing you have a 
big store of Infinity Gems! 
Otherwise, go for 



^flame. Marvel Super Herpesjust can't be 
. eatonOLflilntion to Ten aweMme tinnfmrf characters, at 
leasf iRKt more can tie added toyonp tpuno rosier. 
Ready yourself for Doctor Doom, ilianos ana Anitaf 




□ 



kay... here we go with the epoch-making "boss codes" 
for Marvel Super Heroes' two end-game characters: 
Doctor Doom and Thanos! Oh and Anita from 
DarkStalkers too! These guys are seriously powerful - 
Doom confrontation is frankly astounding. We kid 



Although she has no ending, 
Anita's character artwork i 



52 SEGA SATURN MAGAZINE 



with bosses! This saves a lot of fiddling al 



you not! 

There's just one thing you need to do before you start with 
these codes ■ and that is simply to complete the game with default 
option settings. That means you power-up Marvel Super Heroes, 
make sure the difficulty is set to four stars then instantly go back to 
Arcade Mode and get playing! Complete the game with one credit 
and the path is open for you to "be" Doom or Thanos. Additionally, 
once you have "been" them, use the back-up option to save off your 
game data. This allows you to "be" them again without having to go 
through the above hassle. Additionally, once you've done this, you 
can then access Doom and Thanos on the shortcut screen, meaning 
that no boss code is required thereafter! 



SHOWCASED 





'1 really beat a victory 
pose like this, can you? 



DOCTOR DOOM 

Born to a gypsy father and sorceress mother, 
Doom's life was rent asunder when his father was 
murdered by a Latverian baron (his mother having 
died in a satanic ritual years earlier). Realising that 
POWER was the key to imposing his will on the 
world, Doom became the master of both science 
and sorcery. Adopting his trademark mask visage 
after a horrible accident, Doctor Doom was born. 



A D °< 

an^Ha whi 

M \ hob 



There has always been the implication in the comics that 
Doom's armour is more powerful than Iron Man's, and here's 
where you get that confirmed. In Marvel Super Heroes, Doom's 
range of weaponry and combination attacks is frankly fright- 
ening. In human hands, MSH Doom can easily take down 
everyone else - even Thanos. 

TO ACCESS DOOM: Once you've completed the game, go to 
character select and press DOWN, DOWN, A, B, C then press and 
hold any attack button. The code needs to be entered quickly. 





Thanos's "super for every 
gem" in effect right here. 



THANOS 

This guy is just plain mad. There's no escaping 
the fact. He's cheated death and indeed fell in 
love with her and now intends to curry favour 
with her by annihilating every lifeform in the 
verse. He's already wiped out half of the cosmos - hence 
the super hero assault on his person. When you actual- 
ly ARE Thanos you can choose one of two different end- 




ings: the universal domination ending or alternatively something 
else... As a character, Thanos is absurdly powerful, as you might 
imagine. However, whereas Doctor Doom's special moves make 
him all-powerful, Thanos sticks to his Infinity Attacks. Every gem 
he uses produces a different, incredibly Infinity Attack... 

TO ACCESS THANOS: Once you've completed the game, go to 
the character select screen and press UP, UP, X, Y, 2 then press and 
hold any attack burton. Enter the code very quickly! 




74 hits! We've managed to get 
98 with Anita's incredible 
Super move! 



ANITA 

Say hello to the most bizarre character you've ever seen in any 
Capcom Marvel game. These titles specialise in enormous sprites, 
so when you first clap eyes on Anita you're likely to be quite sur- 
prised - she's absolutely tiny! 

Anita has the power to summon forth demons in her attacks 
(which basically boil down to Dragon Punch and reverse Dragon 
moves with the punch button) ■ one of which is Gouki himself! Not 
bad eh? 

What's really cool about Anita is her devastating combination 



potential. Like Gouki, just about any attack can be instantly 
chained into another! He doesn't attack physically. Instead she just 
directs her demons or moves her floating sword about! Anita's 
Infinity Move is frankly senses-shattering... we've achieved a 
record 98 hits with it! 

TO ACCESS ANITA: Once you've completed the game, go to the 
character select screen and press UP, RIGHT, DOWN, LEFT, UP, RIGHT, 
DOWN, LEFT then hold down UP. Now press, X, X and Y together, 
then X, Y and Z together! Awesomel 



SEGA SATURN MAGAZINE 53 



'HiMYWiWI 



"Itey're 

...TOUR 

great start!" 





lejasjape on m leaps anl 

WKsmr. 



at s new. 



In creating Sega Touring Car Championship, AM 
Annex have succeeded where others have failed ■ 
by making touring car motor sport look exciting. 
It's not you see. It is in fact a sport dominated by 
Formula One down-and-outs and wannabe boy racers, dri- 
ving boring production vehicles around dull country cir- 
cuits at a pretty modest rate of knots. Yawn. If that' 
what you want from a video game based on the ser 
Codemasters have just the thing wending its 
merry way to the PlayStation soon. However, if 
it's full-on, in yer face, high-speed thrills 'n' 
spills you're after, the likes of which you'd never 
get from an official license, Sega Touring Car 
Championship has the lot. It's as simple as that. 




d since we 
jampionsnip, 
spac nejne 



^SHOWCASE 




. even in the 
comDlex Brick 





e'll have more on this awesome title next month, as well a 



SPLIT-SCREEN TWO-PLAYER MODE IS IN! 

The staple split-screen two-player mode is now firmly en., 
in the very latest version of Touring Car, being more than s 



sis 






jgjHBHS 



increasing the speed of the 



layer battle, given that one 



tching up the track better, making for easier c 

: grippy hai 

ai suspension is adjustable, affe{ 

;en includ- how springy the vehicle is. Only, it's not a good idea li 



SHOWCASE 




r is the only tricky part of the Country Ci 



SHOWCASE 



i-.s^±i 


W v ^f™? { \ 


■ LQP TimF 

\ 1 0O'22 r 223 


k^ ittai^a' 1 



1 high-speed i 
ing to lift off the 



Lth players rarely need- L^. 2* 
<j. The race begins with 
ght, providing players j 



SHOWCASE 






SHOWCASE 



LOP TIRE 

I 0C341852 



prawn 

COURSE RECORD 

(nri79 



The waiting is almost over. By the time you read this, the official UK version of AM3's fast 
Bronx should be in the shops and take it from us, this game is incredible! So on with this month's indis- 
pensable Last Bronx guide, detailing all the moves for the final four characters along with a brief look at 
the complex plot synopsis for each. This concludes SEGA SATURN MAGAZINE'S awesome Last Bronx coverage. 




Game Alias: JOE 

Name: Joe Inagai 

Weapon: Nunchaku 

",ge: 23 

Height: 179 cm 

Weight: 76 kg 

Gang: Shinjuku MAD {Riders Team) 

Stage: Dark Rooftop 

As the former second in command of the leg- 
endary Soul Crew posse, Joe is a cool character, 
spiritual-minded and charismatic, naturally 
inspiring confidence and loyalty amongst his 
many followers. However, as events transpired 
following the sudden and untimely 
death of the Soul Crew's leader, 
Joe decided to quit the group. 
He went on to form the 
Shinjuku Mad gang, 
consisting mainly of 
like-minded riders. 

Joe is a very power- 
ful fighter, who wields 
Nunchuku in his right hand 
whilst delivering powerful 
uppercut blows and devas- 
tating karate chops with 
his left. He's a particu- 
larly tough character 

lanages to get 
inside his opponent's gu; 
with some devastating 

r s and body attacks at 
his disposal. 



Game Alias: LISA 

Name: Lisa Kusanami 

Weapon: Double Stick 

Age: 17 

Height; 159 cm 

Weight: 45 kg 

Gang: Orchids (Band Team) 

STAGE: Moonlight Garden 



Lisa has been trained bythesamesensei who 
taught fellow Last Bronxer Tommy. Whilst his train- 
ing methods are at times harsh, the old 
too gentle on Lisa, allowing her to become a 
spoiled high school 
prima donna. Lisa moth 
er ran off when she was 
her to take out her frustrati 
drum kit. In battle, Lisa arms herself 
with a set of Double Sticks, being 
deceptively powerful and 
extremely fast, allowing for 
some incredible multiple-hit 
combinations attacks. 




: boys, AM3 i 
fighter roster. Modelling an ii 
skin-light top, her I 



* regular feature of the game. 



SHOWCASE 



Game Alias: NAGI 

Name: Nagi Hojyo 

Weapon: Sai 

Age: 23 

Height: 167.5 cm 

Weight: 52 kg 

Gang: Dogma (Ladies Team) 

Stage: Tears Bridge 



Adhering to "burn your bra" feminist ideals, Nagi 

is the leader of the no- boys-allowed tribe of 

Amazon warriors. Dogma. Noted for their ferocity 

in battle and chilling unapproach ability, the 

Dogma posse are feared by their rival factions. 

Being the only daughter of a powerful leader of 

commerce, Nagi has always been treated like a 

princess, explaining the sadistic and 

hysteric streaks which run 

through her character. In fact 

she's often referred to as the 

Dangerous Queen and 

even the strongest of 

men feel weak at the 

knees at the 

prospect of 

having to face her wrath. 

In battle, Nagi uses a 
pair of Sais to deadly effect, 
with close-up stabbing and 
parrying movements. In 
addition, her shapely long 
legs allow for some awe- 
some kick combinations and 
add considerably to her effective 
combat range. Also worth a men 
tion are Nagi's lesbian tenden- 
cies which she exhibits towards 
the boyish Voko. Not that we mir 

;. as long as we can watch. 





•ALU 



TffrlePiMch&DodJieKicK 



Twist Shot 
Crescent Cutter 



Crescent Shooting Star 



Thrust Punch & Swing 



Mddte Thrust Punch 



■Ml Thrust Punch 1 



Double liddteSlash&Kick 




(CROUCH) Leg Hugging Throw 



Knock Turn Ground 



iBBi 



*n> aejBoi'jraini 



mwTHjic rn jm 



Game Alias: ZAIMOKU 
Name; Zaimoku Saburou 

Weapon: Hammer 

Age: 26 

Height: 183 cm 

Weight: 102 Kg 

Gang: Katsushika Dumpstets 

(Ex-Military Team) 

Stage: Nightmare Island 

















H piiwh 


P 


■ Stranglt Throw 


P-KJ 


■ Punch & Km* 


PR 


■ Crane Throw 


oop-nt ; 


|fflfl Double Punch 


PP 


■ Bui Punch 


A OOOP-Ht 


J TriplePunch 


PPP 


HtoBomb 


t><Wt>OP+K 


IS Smash Hammer 


e>p 


1 Bran Buster Special (Wall 


CxCjO^CP* 


H RawHamnwr 


OPP 


| (CROUCH) Strangle Throw 


j OP+fi j 


?. H CmuchPunch 


OP <■ 1 


J SwmSUppercut 


OOP 


■ Head Crasher 


OP 



SHOWCASE 



^ 



TtU-1 



^^ 




■ is easy to drive, but quite slow. 



Qacr- 



♦.«* 



New. things! Just four 



it. 



•Hi 



SHOWCASE 



Robolnik's havering skills should help li 
track, bul will Amy's c 



iSHOWCASE 







3k 




C 1:25.03 INSPECT THE GADGETS 

— ^^. I a*.i. 1 "-ere'sstilljustthel 

ield that st 
king when they run 

rbo-charge the racei: 

racts rings to the 

. ^.^.y ring along the 



AMY 

Driving her groovy red 
car, Amy is definitely the 
coolest racei in Sonic R. 
When her car crosses 
some water the wheels 
fold up, and a propeller 
pops out of the back to 
chum up the water, 
turning the cool little car 
into a cool little speed- 
boat! Pressing the A but- 
ton makes her wheelie 
the car onto it's back 
wheels ■ essential for 
climbing rough terrain 
and malting some 
sneaky turbo starts. Amy 
accelerates quickly but 
has a lamentable top 
speed - definitely the 
character for beginners. 



£> 



'^/ 



ROBOTNIK 

Robotnik's hover-car easi- 
ly makes him the most 
controllable member of 
the gang - shame he's so 
damn slow! He does have 
a trick up his sleeve 
though, as pressing the A 
button shoots bombs out 
at his opposition - typical- 
ly nasty Robotnik tactics. 
Because he hovers around 
the tracks, Robotnik has 
no problems with water 
and rough terrain, which 
gives him some intrigu- 
ing possibilities when it 
comes to taking 
short-cuts... 




SEGA SATURN MAGAZINE 69 



SHOWCASE 



TAILS 

Anyone who's familial 
with the Sonic games 
will know Tails' special 
tactic ■ he can fly! 
Pressing jump and then 
jump again, he spins 
his two tails and heli- 
copters his way over 
obstacles and tricky 
sections of the track, 
making him a great 
choice if you want to 
cheat! By pressing 
Down on the pad, Tails 
can employ the same 
trick as Sonic and 
Knuckles, and roll him- 
self into a ball to gain 
extra speed by rolling 
down steep hills! 




KNUCKLES 

Another character with 
flying skills, Knuckles 
can leap off high 
ramps and glide back 
down to earth, which 
as you can guess is 
ideal for bypassing 
treacherous sections of 
track. Just like Tails 
and Sonic, Knuckles 
sinks when he falls 
into the water, which 
slows him down a fair 
bit, so his gliding skills 
come in dead handy 
for avoiding the water. 
They also give us some 
great aerial views of 
the stunning scenery! 





to keep the fire shield. Interestingly enough, Robotnik and Amy 
don't have any power-ups or shields available in this 
which makes i 



iif'i V uYliiiiiU 



into the track surface that gives the i 

:ed when they run over it, but this turbo-charge is only given 
in exchange for a few of those valuable rings - the more rings 
you have, the further you get blasted down the track! 

WHAT'S LEFT TO BE DONE? 



i build thee 

ning beautifully with no 

see the mythical Chaos track (r 




k along the trick, as Tails flies past Robotnik and into 



70 SEGA SATURN MAGAZINE 



SHOWCASE 



CRACK TRACKS BY RICHARD JACOUES! SSSSi 

RJNotentirely.lv 
Sega Europe's crack musician Richard Jacques is the man responsible for the excellent music and and did the progr; 

effects that feature in Sonic R, so we thought we'd interrupt his Rock 'n' Roll lifestyle to ask him a few Digital studio, th 
questions about the tunes in the game. half of August v 



with this project begin? 

RJ I visited Sega Japan in Marcl 



king on the project in May, 



mg called "Super Sonic Racing" 
which was used in the E3 demo. 




told me that he really liked it, and 




the game could have vocals. 


RJ Indeed. It was probably the 
hardest project 1 have worked on. 1 








also one t 
CD in its c 
make sure 


nat worked as a music 
wn right. 1 wanted to 
the lyrics made sense, 









RJ Basically yes. With a couple of 



1 days, then spent 
tier seven days mixing and pro- 



SSM Who t> the singer on the 



RJ The music is finished, and 
I'm just working on t 
TJ effects for the game. 

oice SSM Do Sega have any plant to 
h is release this soundtra- ' 
d RJ Yes indeed- Right r 

h talking to rec ' 
looking into' 



about the project, and I 



SSM Who w 

uplifting lyrics that feature on the 



choose and turn c 

they prefer. The d 

be with vocals. I hope it will 

the player to hear the songs fo 
1 times, then they can choose 

_ irthat 



; else this year? 

kedon WWS'98, 
ilping with the cor 



a well deserved holiday, 



shirts off and dancing on the tablet 
in the office... thanks Rich, enjoy 
your hols! 



GElS 




— ■PTP^W^ S . WR ~~ l F Wm m X* 



3*riwm 




| SEGA 


irtn^H i £tba 


ktmr^B | FOOTV SIM 


1 <-2 


| H/a 



I know what you're 
thinking. Another soccer 

game hastily cobbled 

together to cash-in on 
the euphoria surrounding 

the kick-off of the '98 

football season. WRONG. 

This is Sega Worldwide 

Soccer '98, contender for 

best footy game ever! 



Worldwide 
Soccer '98 



ootball, they say, is a funny old game. 
Yeah tight. Try telling that to Moldova, 
whom at the time of writing have just got 
their collective arses kicked all over 
Wembley. And what about poor Alan Shearer hobbling 
around on crutches, do you think he's laughing? Or 
Bruce Grobbelaar and Hans Segers, battling to over- 
come match-rigging allegations, do you think they con- 
sider football to be funny? Exactly, it's not funny at all. 
In fact, it's deadly serious. As are we when we point 
out that for serious football fans, there's only one footy 
game you need in your collection - Sega Worldwide 
Soccer '98. Allow me to explain. 

Last year's Worldwide Soccer '97 came in for a bit 
of stick upon its release, despite being the most ram- 
pantly playable football game ever. Lack of Premiership 
team and player listings, ridiculous goalkeeper Al and 
repetitive commentary were enough to send droves of 
Saturn owners into the arms of FIFA '97, despite our 




heartfelt pleas to the contrary. The sequel arrives with 
the promise of rectifying these shortcomings, but the 
question remains, does it deliver? Well, the answer is 
yes and no. 




A The graphics an this game are just untouchable 
72 SEGA SATURN MAGAZINE 



REVIEWED 




I 



Certainly the same 
attributes which con- 
tributed to the success of 
last year's game are pre- 
sent in the sequel. The 
most striking of these 
being the awesome 

graphics, which though almost identical to the '97 edi- 
tion, albeit with a few minor tweaks, remain unchal- 
lenged by its competitors. Each of the players for exam- 
ple, exhibit a painstaking amount of detail, but it's 
when you see them in action that you truly appreciate 
how cool this game is. The player animation is incredi- 



Faster, tighter gameplay makes tltiS a JOV tO Play! 

Worldwide's back, belter than ever! Great stun. 



; 



ble, with every flick, jump and tackle looking incredibly 
realistic, as opposed to the sad, jaundice-suffering play- 
ers featured in similar titles. 

Besides being the most visually pleasing soccer 
game available, SWWS '98 is a damn sight more 
playable too. The game logic is superb, with playei 




THIS YEAR'S CONTENDERS 



Such is the vast popularity of football sims, that every 
other month or so the SSM office is adorned with anoth- 
er invariably crap football offering, which is somewhat 

confusing for your average Johnny G;smer. So here's a 
look at this year's contenders for your hard-earned cash. 

ACTUA SOCCER: CLUB EDITION 

Basically Euro '96 with Premiership teams, Gremlin have 
done little to improve over their mediocre European 
Championship cash-in. A few new gameplay options are 
present, but the untidy graphics, sluggish frame rate and 
restrictive controls remain the same. Like EA, Gremlin are 
about to unleash an updated '98 version of the game, in 
the form of Actua Soccer 2, although just when it will 
reach the Saturn remains a mystery. 

OVERALL 70% 





FIFA '97 

After the debacle of FIFA '96, we were beginning to 
think EA's established series had run its course. And 
we were right, as FIFA '97 ably demonstrates. Yeah, 
it's got the Premiership teams, "virtual stadiums" and 
even John Motson, but the game logic leaves a lot to 
be desired, as does the jerky frame rate, the dodgy 
player animation and the snail-paced action, EA are 
predicting a return to form with their '98 edition, but 
didn't they say that last time? 

OVERALL 68% 



SEGA WORLDWIDE SOCCER '98 

By far and away the best football game ever. We 
find it difficult to find fault with Sega's latest offer- 
ing, comprehensively out-quaffing all the opposi- 
tion. The silky-smooth frame rate, excellent player 
animation, decent artificial intelligence, excellent 
commentary by Gary Bloom and Jack Charlton and 
all the official Premiership nonsense culminate in a 
explosive footy package. Buy ten copies (if you 
don't own the '97 edition). 

OVERALL 94% 



SEGA SATURN MAGAZINE 73 



ITTTMl 




. The animation on Worldwide remains untouchable. 
T That's SSM's Nick. Ho really, it is. 




HOW CLOSE TO THE PREMIERSHIP? 



The big news in Sega Worldwide Soccer '98 is 
undoubtedly the inclusion of Premiership teams. So 
how close to reality have Sega got? The good news 
(actually the great news) is that the teams do seem to 
be close to the real deal in terms of tactics, strengths 
and weaknesses. It's also the closest game visually. 
However, SWWS '98 isn't perfect. Some of the player 
colours are wrong (Schmichael's hair is brown, 
Beckham's is black just for starters... oh and that's a 
great wig Frank LeBoeuf is sporting) and the numbers 
on the shirts are also fraught with error. It's a shame 
that Sega didn't get this completely right - in fart, 
considering it's such a major selling point it does 
seem to us to be... well, lazy. What is also a bit irritat- 
ing is that unlike FIFA, the International teams still 
have the oddball players including Sega personnel 
and even circa-1996 SSM journalists... 





moving and reacting realistically to each others' move- 
ments, adapting to the infinitely variable situation as 
you might expect from a proper game of the popular 
grass sport. Just like their real-life counterparts, players 
are prone to the odd goal-mouth scramble, violent 
tackles and outlandish goals, adding to the spontaneity 
and realism of the game. 

Sounds pretty much like last year's game doesn't it? 
So what's new for '98? Well, it's clear that Sega have 
made a serious attempt to redress the criticisms levelled 
at the '97 edition, with fairly mixed results. For starters, 
SWWS '98 boasts the most up-to-date Premiership team 
and player listings of a football game this year, making 
the likes of FIFA '97 and Actua Soccer largely obsolete. 
This gives the game a real sense of authenticity which 
was sadly lacking in last year's rendition, heightened fur- 
ther by the programmers meticulous attention to detail. 
Rather than just carrying the real player names, Sega 



have attempted to represent each of the players correctly 
in terms of hair and skin colour, further adding to the 
realism of the proceedings. So as you'd expect, Les 
Ferdinand is black, Alan Shearer is white and even Vialli is 
bald! There is the occasional slip-up however, I don't ever 
recall Peter Schmichael having brown hair, but the overall 
impression is very realistic indeed. 

In fact, realism is a theme which is rife in SWWS 
'98, with Sega reenlisting the services of Football Italia's 
Gary Bloom to provide the commentary for the sequel, in 
addition to unintentionally hilarious guest comments 
from Jack Charlton. In all, about three times as much 
commentary has been recorded in an attempt to tackle 
the repetition problems encountered in last year's game. 
To an extent this works, but we came away a tad disap- 
pointed with the new commentary. Considering all the 
Premiership teams and player names have been incorpo- 
rated into SWWS '98, we would have expected the com- 




74 SEGA SATURN MAGAZINE 



REVIEWS J 



sn *ns^^ 


















" 








« 




^■BSI 












i&t^B 














ti3 












iTIZjHl 










A Take a look at the accompanying close-up shot and the 
painstaking level of detail the crack programming team have 
incorporated onto each of the players becomes apparent. Even 
more remarkable is seeing them in motion, with the player ani- 
mation being incredibly realistic, unlike certain other footy 
titles which boast claims of "revolutionary motion capture 
techniques". Yeah right. 




I 



if you lack a 



mentary to make spe- 
cific references to them. 
But instead of hearing 
"and Shearer breaks 
through Man United's 
defence...", we were 
horrified to hear "and 

he breaks through the opposition's defence..." and other 
such general statements. We presume this is to prevent 
the slow CD loading times more specific commentary 
would necessitate, but is a shame nevertheless. 

So what about the goalkeeper Al, do they still let 
in outlandishly ridiculous shots? Surely Sega have 
sorted that one out. Well, not really. Whilst an 
attempt has been made to rework the 'keeper Al, we 
soon discovered that the same cheesy techniques 
which guaranteed a goal in the prequel, work just as 
well in this year's '98 edition. 

Whilst this makes for more exciting high-scoring 
matches, it's doubtless something which will irritate 
those dissatisfied with the keeper Al of SWWS '97. 

Overall though, we came away very impressed with 
Sega Worldwide Soccer '98. The allure of all the official 



soccer game. Worldwide '98 rules! 

But is this enough Of leap over the '97 editionP 



] 



Premiership stuff, combined with unrivalled gameplay 
should prove too much for most footy fans to resist. 
However, I would like to voice one small concern, which 
is that despite the welcome additions Sega have includ- 
ed, there's little to justify purchasing this game if you 
already own the '97 edition. Sure, it has all the current 
Premiership sides and players, but at the end of the day, 
rt plays virtually identically to the prequel. 

LEE NUTTER 





A Worldwide '98 is clearly the football simulation of choice 
for Saturn owners. It's a monumental achievement. 



GRAPHICS 


Realistic players, a super-smooth frame rate, excellent player 
animation and cool virtual stadiums, SWWS '98 is just ace! 


93% 






MI^^^HH non-repetitious commentary courtesy of Gary Bloom i^i^^r^^V 
L^^^^^^H 1 and Jack Charlton, some awesome roaring crowd samples. ^^^^JH 


PAYABILITY 


SWWS '98 has remarkably intuitive controls, loads o[ moves to ■ ^^^nj^^B 
master and decent enough artificial intelligence. ^^^^T^^H 


LASTABILITY 


All the Premiership and international sides are present, plus a i^i^^^^V 
comprehensive range of options and an uncanny addictiveness. i^i^HMMbI 


OVERALL 


Worldwide remains as brilliant as ever it was and the Premiership 
teams are coal. The only criticism me have with it is that it's not 
different enough to warrant purchase if you own the '97 edition. 


94% 





SEGA SATURN MAGAZINE 75 



liUTO 



1ECTH0NIC ARTS 




John Madden 
Football '98 



It was over five years ago 

that the first John 

Madden game appeared 

on the Megadrive, 

followed by the ace 

sequel Madden '92. 

Which was followed by 

the ace sequel Madden 

'93. Which was followed 

by the ace sequel Madden 

'94. See the pattern? 



he last Madden game I played was Madden 
'92 about five years ago, and it was very 
easy to get into this '98 update - the play 
selection system is the same, many of the 
plays seemed pretty familiar as well, and after five min- 
utes it was Madden action all the way. But is this a good 
thing? I mean most of you must have already decided if 
you like the Madden games by now, so perhaps EA 
should try to make something that's a bit different? 

Noway! One of the finest ever Megadrive games 
has been refined and tweaked constantly over the last 
few years, and the result is an extremely playable game. 
If you're one of the people that thinks American football 
is "all stopping and starting" with not very much action, 
this game should help change your mind - there's a 
much faster pace of play this time round, and the game 
benefits a great deal from it, with play selection being a 
lot quicker and easier than before. The games take a 
while to load when a match starts, but from then on 
there's only a tiny bit of disc accessing when you pause 
the game, and everything moves at a speedy pace. 




The graphics? Well, they're rather 'functional' to be 
honest - all this next-generation hype seems to have 
passed over the heads of the Madden coders, as the play- 
ers are all represented by 2D sprites, and the animation 
often leaves a bit to be desired. However, the main point 
behind any Madden game has always been the way that 





A The impressive action replay gives some spectacular views oi the 
action. You can even target specific players, lo see how they're playing. 



A More cool replay action, as the 
Steelers put pressure on the defence. 



Okay then, here we go - time for the annual expla- 
nation of the rules of American football. Two teams 
have to score touchdowns by moving the ball into 
the opponents end-zone. They have four attempts 
(downs) to move ten yards downfield, and if they 
fail, posession goes to the other team who then 
start their offensive turn. When a touchdown is 
scored, six points are awarded, and players can kick 
the ball for one extra point. It's really quite simple 
when you get the hang of it... In fact, the game 
helps you understand all the antics you see on TV. 




76 SEGA SATURN MAGAZINE 



n™ 




WHAT'S NEW THIS TIME THEN? 



As with all the EA Sports updates, it's rather difficult to spot the new 
features. The player rotas have been updated with the latest transfers 
and teams from the current 1997 season, there are some great FMV 
clips of Madden giving tips and advice, and the Saturn-controlled play- 
ers play a bit more aggressively in the one-player mode, which makes 
this the toughest version of Madden yet. The Fantasy Draft option lets 
you build your own team from scratch, and the Custom Season lets 
players decide which teams take part in the season. Different enough 
to appeal to owners of Madden '97? Not really, but they are improve- 
ments that fanatical fans might appreciate. 



A The action replay is a great feature. The view can now be 
rotaled 360 degrees, and zoomed in and out as well. The only 
problem is that this really shows up the 2D sprites as being a 
bit dodgy and very blacky when viewed up close - surely a 
much more impressive and true next- gene rati on polygon-based 
Madden game must he passible by now? 



I 



it plays, and these wobbly 

2D footballers more than 

do the job. They can run, 

spin, dive, jump (to block a 

throw) or even fall over in 

a massive heap, which is 

what happens most of the 

time. But that's called 'the line of scrimmage' and it's 

where the game is won or lost, as the big defenders try 

to break through and flatten the Quarterback before he 

can release the ball. The computer players are a lot 

brainier as well this time around - try the same play 



The Madden series is as impressive as feW and this new 
1998 edition is definitely the NFL game Of Choice! Cool! 



; 




twice in a row and your player will end up being even 
more two-dimensional, after the entire defence tramples 
over him! Makes the game a lot harder, but a well earned 
victory is much more satisfying, don't you think? 

The usual options are all present - the replay and 
camera angle choices are surprisingly useful, while the 
substitutions and edit options allow would-be Maddens 
to exert a huge amount of control over the players field- 
ed. Basically, Madden NFL '98 is the same as all the pre- 
vious Madden games, but slightly quicker to play, with 
some slick presentation and bags of options. A great 
game, but then Madden games usually are... 

CARYCUTLACK 




A The kickoff returns are one of the best 
parts of the game - crack players can run 
the length of the ground for a touchdown! 



GRAPHICS 


The 2D sprits players are a bit poor, and things set messy on I^I^^^^H 
occasion. The 3D stadium and camera angles are cool though. ■^■^^jj^^H 


^^^^i^^H 1 Solid crunches and grunts as the players set it and with I^I^^^^B 
^^^^L^^^H 1 loads of comments from Mister Madden himself. ^^^^JJ^^H 


PLAYABILITY 


Traditionally great Madden gameplay - loads of plays to select. 1 ^^^T^^^ifl 
a coal two-player mode and loads ot options to wade through. ^^^rfU^ri^H 


LASTABI1ITY 


The massive seasons, combined with the limitless two-player ■^■^T^^^il 
mode make Madden NFL '98 a very big game. f^BBHMiil 



OVERALL 



Madden NFL '96 is a small improvement over the '97 version. 
But is it worth buying if you own an earlier version of the 
game? No, but it is the best buy if you lack a NFL game. 




SEGA SATURN MAGAZINE 77 



□ma 



CBPC0M/U1RGIN 




Street Fighter 
Collection 



Here it is: the ultimate 

Street Fighter collection, 

bringing together the old 

and the new in one 

spectacular, glorious 

whole! It's Capcom's 

greatest SF release yet... 

and that's official. 



EGA SATURN MAGAZINE may yet have to 
revise Street Fighter Alpha j's gargantuan 
95% rating. Yes, ft is one of the best 2D 
fighting games money can buy. But what if 
you got an enhanced version of Alpha 2 along with TWO 
MORE Street Fighting arcade conversions? The world 
would surely tremble, and indeed it shall when it bears 
witness to the power of the Street Fighter Collection! 

So what do you get for your money? Try arcade per- 
fect translations of THREE Street Fighter classics: Super 
Street Fighter 2, Super Street Fighter 2 Turbo and Street 
Fighter Alpha 2 Gold. 

Super Street Fighter 2 was the first true sequel to 
the original SF2. True, Champion Edition and Hyper 
Fighting had followed but they were merely expansion 



chips for the original SF2 board. Super was Capcom's 
first true attempt at a sequel, featuring four new char- 
acters (hence its "The New Challengers" subtitle) 
along with tons more bonuses (such as the First 
Attack) plus the first real on-screen recognition of 
combination attacks. Additionally, all art and sound 
was completely sourced from scratch. Good eh? 

Well, almost. Sure, Super Street Fighter 2 was 
good fun, but Capcom's loyal fans were disappointed 
that the speed and sheer adrenalin of the previous SF 
outing, Street Fighter 2 Turbo: Hyper Fighting was 
lacking from the new game. A lot of fans remained 
loyal to Hyper Fighting despite the charms of new 
fighters Cammy, Fei Long, T Hawk and Dee Jay. That in 
itself was enough for Capcom to start development 
on the last true SF before the Alpha series took over: 
Super Street Fighter 2 Turbo. 

ime gave the Capcom fighting game 
public exactly what they wanted - that being all of the 
cool of SSF2 and the speed of Hyper Fighting. But as is 
Capcom's want, they went further... that much fur- 
ther! Each character was gifted new moves and new 
animations, making it the best Street Fighter game 




A TASTE OF THINGS TO COME? 



Capcom have produced some AMAZING jD games 
in the past. We're thinking primarily of the likes of 
Commando, Ghosts and Goblins, Ghouls and 
Ghosts, Strider, Black Tiger and Bionic 
Commandos! Wouldn't it be great if Capcom pro- 
duced their own retro packs featuring arcade per- 
fect translations of these awesome titles? 
According to our sources, this might not be too far 
away and the chances are that the success (or fail- 
ure) of the Street Fighter Collection will pave the 
way for future collections! 

78 SEGA SATURN MAGAZINE 




inma 





■4 Street Fighter Alpha 2 Gold is an incredible game, but 
not really that different from the Alpha 2 already out. 




/ 



around by a long shot. 
Additionally, Capcom 
began their first experi- 
ments with "hidden 
characters" by introduc- 
ing the powerful Gouki 
(disappointingly 

renamed Akuma for Western territories by the meddle- 
some Capcom of America) - a Ryu style character with 
incredible combination potential. 

SSF2T was a brilliant conclusion to the original SF 
series and the inclusion of this conversion along with 
Alpha 2 Gold makes it an incredible value buy. Quite sir 
ply, the two best SF games can now be yours on one 



capcom-s most powerf ul conversion of 

Street Fighter to date Simply IMS tO be SauOUred! 



] 



pack! Incredible, yes? Well, we would like to think so. 
And in fact, we do. This is quite easily the best 
Street Fighter you can get on any home console. There's 
only one thing that SEGA SATURN MAGAZINE assembled 
can find to groan about and that's the choice of games 
you get. Super Street Fighter 2 Turbo is a brilliant addition 
and Alpha 2 Gold is amazing... but what's the "ordinary" 





A Pixel perfect conversions of both Super Street Fighter A The new Alpha 2 has a secret Sakura character for 

and its sequel are most welcome. you to unearth. 



1. Here's Gouki Made in full effect. Basically, the character of 
your choice takes an the power of Shin Gouki! They have a bit 
of a chat first... 

2. And then the fight begins proper. You soon discover that 
Shin Gouki is easily the most taxing GPU opponent you'll ever 
face in Street Fighter! 

3. The CPU Gouki positively routs anyone bar the most accom- 
plished Street Fighter player. Here he's Finishing us off with his 
trademark Firecracker move! 



SEGA SATURN MAGAZINE 79 



mm 







<:-- 3 - 1 




f Five 



Sagat whups an unfortunate Ken. 



Super Street Fighter doing there, especially as a conver- 
sion of the original Street Fighter 2 (or the Hyper Fighting 
follow-up) would have been a lot more welcome. All we 
can imagine is that this would have meant a lot more 
work for Capcom as opposed to just bunging in Super 
which would just be a cut-down version of its sequel. It is 



years on from the classic Street Fighter 2 

and the franchise is Still paying dividends for Capcom! 



a bit of a shame to be honest. We've hardly touched this 

part of the pack since the game came in. 

It's a small niggle really when you consider what 

Capcom have given us in the form of the other two 

games. Super Street Fighter 2 Turbo is a real classic -in 

fact, we've still got the cc 

it's still played almost 
on a daily basis. That 
being the case, we're 
more than happy to 
confirm that the con- 



7 




A Guile and Ryu battle it out on Hew Challenger Dee Jay's Jamaica stage. 



A Fei Long's rekka ken technique can s< 



a brilliant three hits. 



CAMMY IN ALPHA SHOCKER 



The big news in Street Fighter Alpha 2 Gold is the 
addition of Cammy, the British secret agent who 
debuted in Super Street Fighter. The curious thing 
about this character is her position in Street 
Fighter lore. Alpha is set before Super, meaning 
that Cammy is still Bison's lover (we're not making 
that up). That being the case, it's no surprise to see 
Cammy enlisting the aid of Bison in one of her 
supers, where she summons Bison, who performs 
his Psycho Torpedo attack. Cool eh? Well there's 
more to look forward to in Alpha 2 Gold, including 
an enhanced version of Sakura! This is all in addi- 
tion to the likes of Shin Gouki and Evil Ryu who 
were also in the old Saturn Alpha 2 (but are now 
much easier to access). Multiple pushes of the 
START button toggle between secret characters. 




80 SEGA SATURN MAGAZINE 



lEfflTO 






^pr 







►J 



version is identical. If there are any frames of animation 
missing, you'd be hard pressed to see them. 

However, although mightily playable, it's Street 
Fighter Alpha a Gold that is the undoubted star of the 
show. The Alpha payability has yet to be surpassed 
and that additions that Capcom have made are good 
fun to explore. 

The only drawback to the collection is that it seems 
to be standard Capcom policy not to attempt any kind of 
PAL optimisation for the European market (and this poli- 




cy is unlikely to change), so it's letterbox central as the 
PAL borders arrive once again. To be fair, with 2D games 
it's pretty much unavoidable. Additionally, the speed 
issue isn't so much of a worry due to the inclusion of 
multiple speed settings. Just like the current Street 
Fighter Alpha 2. However, as I remarked in my Marvel 
Super Heroes review last issue, if you're a real Capcom 
fan, you really need to get your Saturn modified to be 
able to switch to a NTSC signal so get your ass down to 
an importer to get it done if the ultimate Capcom 
gamery is your, er, game. 

So... just one question remains. Is the game worth 
buying if you already own Street Fighter Alpha 2 (and you 
should be ashamed of yourself if you don't)? Well, to be 
brutally I honest, I would have to say "no". Super Street 
Fighter 2 Turbo is a cool game, but it is old and it isn't 
really worth the full whack. Alpha 2 Gold, again, is awe- 
some but the Golden enhancements aren't hugely 
important. But SEGA SATURN MAGAZINE'S offices are 
crammed full of Capcom fanatics though and we loved 
the games in this pack. If you're like us and have a similar 
adoration for all things Capcom {or if you don't own 
Alpha 2 already), this is quite simply the best Street 
Fighter purchase you can make, no doubt about it. 

RICH LEADBETTER 




4 SSF2. Yea it's cool but a 
SF Hyper Fighting would be even 



ZERO ALPHA 2: WHAT'S THE DEAL? 



So what exactly is Street Fighter Alpha 2 Gold about? 
How is it different from the awesome Street Fighter 
Alpha 2 we've been playing for almost a year nowo? 
The story goes that Capcom of America asked the 
Japanese R&D division to add several hidden charac- 
ters to Alpha 2, such as Shin Gouki {or Devil Akuma) 
and Evil Ryu. These were duly added, but never made it 
into the Japanese version. The addition of these fight- 
ers was the main reason behind the Alpha 2 Gold 
update. It was never released outside of Japan mainly 
because there was little point. Our version was good 
enough. However, there are a couple of additions {and 
more secret versions of different fighters). Additionally, 
there is a new Gouki Mode on the options screen. 




GRAPHICS 


Capcom have perfectly replicated their awesome arcade games - 1 ^^^^^^T^B 
Street Fighter Collection's graphical art is a joy to behold. ^^^Jj^^J 


SOUND 


Just as you would expect, the sound is also identical to the arcade 1 ^^^^^^TkH 
games! The tunes are a mixed bunch but the effects are ace. ■J^Hj^^^T^J^H 






PLAVABILITY 


Super Street Fighter (2 Turbo) is bloody brilliant and sufficiently 1 ^^^ff^T«H 

different enough from the magical Alpha 2 Gold. Great stuff. ^Kyjjr^HH 






LASTHBILITY 


Both starring games will be loaded up fur years to come. The i^i^^^^^B 
original Super Street Fighter's a bit redundant though.,. ^Kyj^^J^H 



OVERALL 



If you love Super Street fighter 2 Turbo or don't own Alpha 2, this 
is utterly essential. However, current Alpha 2 owners should think 
veeewy carefully be shelling out. 



95% 




SEGA SATURN MAGAZINE 81 



iCHBig 




Bust- 

a-Move 3 



Giggling dinosaurs, 
crying girls and sulking 
psychics. Yes, it can only 
be one of those obscure 
Japanese games again. 
Will Acclaim surprise us 
by releasing a half- 
decent game for once? 



■MMH oo-hith! Supreme Drum & Bass rapper 
ft " * J Busta Rhymes is the star of Bust-a-Move 3, 
B^l^B and now players tan practise their favourite 
H^l^l Junglist dance moves in the comfort of 
their own home with Bust-a-Move 3. Sorry, that's actual- 
ly a blatant lie. Instead, Acclaim have got us all in check 
with a sequel to their ace puzzle game Bust-a-Move 2. 
More quality puzzle action? 

As it happens, this is a very enjoyable game. 
Traditional puzzle action has been spliced together with 
some cool Japanese design, and the result is a great look- 
ing. ar| d great playing puzzle game. Players are actually 
controlling cute little cartoon characters as they attempt 
to burst all of those coloured bubbles, and while the 
game is being played the cartoon creation of your choice 



<U-«Mtti*yjj>ii. 





A To summarise the review, this is a great puzzle game. 

jumps around with shouts of encouragement, and gets 
nervous and starts to panic and shout when things 
aren't going too well. And should the player perform a 
particularly cool multiple bubble-busting manoeuvre, a 
special move, scream of joy or happy dance takes place! 

These cool characters are probably the highlight of 
the game's graphics - the collection of cliched game stars 
all help give the game a great atmosphere of it's own, 
with the famous dinosaurs 80b and Bub popping up, as 
well as the usual selection of wacky Japanese girls and 
butch fighters who watch over the action. Puzzle fans 
will no doubt have noticed the ever-so-slight similarity to 
Capcom's Super Puzzle Fighter games, although the Bust- 
a-Move bubble shooting gameplay has always been a bit 

enjoyable than the Columns-style gem dropping 
action of the Capcom game, and even though Bust-a- 
Move 3 offers no real improvements to the action found 
in the prequel, it more than makes up for it by giving us 
another ace collection of devious bubble-bursting levels. 

But there's more than just one way to play Bust-a- 




A Kapow! The characters all have a few 
special moves which they use to celebrate 
a particularly good sequence of play. 

82 SEGA SATURN MAGAZINE 



A Each character has their own little Intro sequence. 



THE PICTURES - WHAT'S HAPPENING? 



It's dead simple really. Just imagine an upside-down version of 
Tetris, with players using a movable target arrow to fire one bubble 
at a time up the screen to form blocks of similarly coloured bubbles 
at the top. Get three or more same coloured bubbles together and 
boom! they disappear, causing any bubbles below them to fall away 
with them. Bubbles can be bounced off the side of the screen for 
fancy angled shots into tricky areas, and the occasional special bub- 
ble appears - heavy bubbles smash through a whole line, star bub- 
bles burst all bubbles of the same colour, and some solid blocks 
appear to further complicate things. 



WMMli^ 




A Bust-a-Move 3 also has some really great and colourful background graphics. Of course they don't have anything to do 
with the game, but It brightens up the reviews section! The presentation of the whole game Is just as faultless. 



I 



Featuring some really COOl PUZZle action and 
dead grOOVy ViSlialS, puzzle fans are sorted! 



] 



Move 3. The game has a cool one-player puzzle mode, 
where players select their route through a huge grid, and 
take on each of the increasingly tough levels. Then 
there's the one-player versus computer mode, in which 
the player competes in a split-screen two-player battle 
against a computer controlled opponent. But it's the real 
two-player game that's easily the most fun - when play- 






A The one-player puzzli 
sees players travelling over a 




ers pull off a spectacular bubble-bursting move extra 
bubbles are dumped onto the opponents side of the 
screen, causing some extremely violent outbursts to be 
exchanged - the mark of a great two-player game! 

There's also a special challenge mode, which is the 
ultimate test of puzzling skills as players have to com- 
plete a set of extra-hard levels designed to be as tricky as 
possible, while the Saturn grades players on the speed 
and skill of their performance. Then there's the huge 
task of playing the collection mode, which is a massive 
selection of literally hundreds of pre-set screens to playl 

Even with all these fancy modes I doubt if it would 

take too long to see everything the one-player game has 

to offer, but if you're looking for some cool puzzle action 

with an excellent two-player game, you've just found it. 

GARYCVTIACK 



GRAPHICS 


Fiie cartoony characters and graphics, with some groovy colours 1 ^^ffWH 
and cool design helping to make Bust-a-Move 3 stand out. ^^^Xjj^^^M 


SOUND 


Always difficult in a puzzle game, but a cool selection of whim- i^i^^^^^il 
peps, screams and jolly music keeps the atmosphere together. ^^BA^^^H 


PAYABILITY 


Awesome, [specially in two-player mode, when; dumping bubbles 1 ^^^^^piH 
onto your opponents screen will make you an enemy for life! l^l^^jr^^lH 






LASTABIUTY 


Hmm. Quite easy to see everything in the one-player game even |^^^^^^ff , HPffS'"j 
with all the play modes, bel the two-player game will last forever. 1 ^^^U^^H 



OVERALL 



Fantastic puzzle action, with an incredibly cool two-player mode. 
The one-player game is still fun on its own, with the different 
modes providing fun for solo gamers. Should satisfy puzzle fans. 



91% 



A Line up ynur shot with the target arrow, and then 
press a button to shoot your balls off, If only it was so 



UH -ON, WE'RE IN TROUBLE! 



The natural state of mind to be in when playing Bust- 
a-Move 3 is Panic. Blind panic to be more specific. 
Here's a particularly nerve-wracking moment: (1) A 
tough screen for our green dinosaur chum. (2) The 
bubbles are building up... {3) "Hurry up!" Panic sets 
in! There's a red bubble on the way though - aim for 
the big group of red bubbles in the middle... (4) 
Boom! safe to continue, but now the left-hand side of 
the screen is reaching critical point! Arrgh! 






! Ki 



I ALREADY OWN BUST-A-MOVE2.. 



The main difference is in the challenge and puzzle 
modes where the layout of the puzzles is completely 
different. However, the gameplay is identical to the 
bubble-busting action that made up Bust-a-Move 2, 
which basically makes Bust-a-Move 3 more like a col- 
lection of new levels than a completely new game. 
There's a much larger collection of levels to play 
through, thanks to the collection mode, but does this 
make Bust-a-Move 3 worth buying if you already own 
the prequel? Well, probably not to be honest, unless 
you've got some kind of obsessive compulsive disor- 
der which leads to a fixation with colourful bubbles. 
Which is quite unlikely. 




SEGA SATURN MAGAZINE 83 




SEGA SATURN " tips 

Another month, another selection of tips and another few weeks of our talented young lives spent playing games 24hrs a day. Still, it's 
not all bad news, at least we're allowed to play Sonic Jam and Marvel Super Heroes in the name of 'research.' If you spend an 
unhealthy amount of time glued to your Saturn, why not send in your own tips to us at: Sega Saturn Experimental Tips Research 
Department, 37-39 Millharbour, Isle of Dogs, London E14 9TZ 



SONIC JAM 



What a cool game. There's so much 
'stuff' already in Sonic Jam, it's hardly 
important to search for more hidden 
things in the game. Still, that doesn't 
stop us from looking, and hey, look 
what we've found! 

SONICWORLD TIME ATTACK! 
Highlight SonicWorld at the main 
screen, and press A then Start straight after- 
wards (really quickly), and keep them held down 
until the game starts. You should then start 
SonicWorld, and there'll be a 60 second 
counter in the top left of the screen. 
Collect all ioo rings in the 60 second 
limit (very, VERY hard) and something 
extra should appear. We can collect all ioo rings 
within the time limit (see the VERY hard-earned 
picture for evidence) but only right as the time 




runs out, so we're not sure if 
anything extra appears... see 
what you can find. 

SONIC TEAM DO EXTRAS! 

If you have access to a PC or Mac, you 
can find some extra-cool Sonic artwork 
hidden away on the Sonic Jam CD. Just 
put the CO into a computer's CD drive, and 
open up the folder called 'Extras'. Thankfully 
Europe haven't removed this from the 
K version, and it's all in a nice easy-to- 
ipen windows format 35 well. You 
might even recognise some of the art 
that we've used in the mag! 




We reckon a large gold ring appears somewhere when you 
collect all 100 rings... surely you get something as a reward? 




DRAGON FORCE 



This is a very complicated tip, but we know that play- 
ers with enough brains to play Dragon Force will be 
able to get it to work, Good luck, and yes it does 
work, so no phone calls please. 

Co to the Saturn's CD player screen and hold down 
X, Z, L, R and START, and keep them held until the 
game loads. When you get to the title screen, keep 
START held down and press DOWN, DOWN, UP, 





check the 
options menu 
for the Debug 
mode, where 
you'll be able 
to affect the 
battles, music, 
experience 
points and 
have all kinds of fun. 



84 SEGA SATURN MAGAZINE 



um 



MARVEL SUPER HEROES 



Bosses, everybody wants to play as those pesky end-of- 
game guardians these days. We could probably read 
some deep meaning into that fact, but let's not. The 
MSH boss codes can be found on page 52, and here 
are a few other cool mutant tip? to try out. 

RANDOM CHARACTER SELECT 
Hold the left or right buttons for 

around three seconds on the 
character select screen. The 
cursor will start to move 
around veryquickly, 
allowing players to 
then hit any button and 
have a character random- 
ly selected for them. 




AWAY STRIP 

Pick the alternate costume in the one-player game by 
selecting your fighter and then holding UP for three 
seconds (for characters in the top row), or DOWN for 
three seconds (for characters in the bottom row), 
nd then pressing any button. 



TAUNT 

Press DOWN, DOWN and the two shift but- 
tons togethei to perform each heroes' 
cheeky taunt. 



EXTRA POUNDING! 

After the final round of a fight, quickly hold down the 
two shift buttons to be able to dispense a little extra 
justice, and smash your defeated foe a little more! 




The Hulk - still incredible, but now a nice shade of grey. 




CRUSADER -NO REMORSE 



The level passwords for EA's futuristic isometric able to press X+Y+Z to be given a full selection of 
shooter were printed waaay back in issue 20, but ammo and equipment, which unless we're very much 
some extra little tips have now come our way. mistaken, will turn you into a fully tooled-up psycho- 
Just remember not to show any remorse, that's pathic killing machine. 



MAXIMUM HEALTH AND ENERGY 

Select 'Load Game' at the main menu, then pick 
'Teleport to Mission.' At the password entry 
screen, enter LOSR as your password - you'll get 
an invalid password message. Start a new game, 
and at any time press A+B+C to be boosted up to 
full health and energy. 



MAXIMUM WEAPONS 

After inputting the above password, you'll also be 




're finely-honed killing machines. 




WARCRAFT2 



What a surprise - a strategy game that's actually 
quite interesting! To further enhance the excite- 
ment, enter the following codes by pressing start 
in the middle of a game and proceeding to the 
password screen: 

TSGDDYTD - Gives invincibility and 255 damage 

points against magic 

DCKMT- Full upgrades 

VRYLTTL -Gives access to all of the spells, and renew? 

mana after each spell has been cast 

NSCRN - Shows the entire map 

GLTTRNG - Gives 10,000 gold, 5000 lumber and oil 

MKTS - Speeds up the building and upgrade process 

NTTHCLNS - Skips to the next level 

NGLS - Disables the magic traps set by opponents 

HTCHT - Only takes two chops to harvest lumber 

THRCNBNLYN -Quick ending 

NTPRF - Some kind of freak laser show! 

YPTFLWRM - Instant defeat 

NVRWNNR - Cancels the victory sequence and lets 

you continue playing the same level 




SEGA SATURN MAGAZINE 85 



RESIDENT EVIL GUIDE 



This month we thought we'd do something rather different with the second part of our 
Resident Evil guide, rather than simply regurgitating what was written last month. So 
this month's guide takes players on the guickest possible route through the mansion as 
Jill Valentine (hopefully in under three hours), accessing the secret rocket launcher 
weapon and battle mode. This also concludes our awesome Resident Evil coverage 
brought to you courtesy of LEE NUTTER. 



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reaching the first door to Jills left. Pass through the 




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Hi 




ERS GUIDE 




COIEOOPERATED 

September's 35th JAMMA show heralded the arrival of some truly cool arcade titles. Although the event occurred 
just as we were going to press, our Japanese correspondent, WARREN HARROD, has worked around the clock to 
bring you an exclusive first look at some of the awesome coin-ops you'll be playing in the coming months. This 
issue we take a look at Capcom's incredible winter line-up with more JAMMA coverage continuing next month. 



SUPER GEM FIGHTER: MINI MIX 




All your favourite characters from Capcom's most 
popular games have been super-deformed and 
brought together for the most zany and frenzied 
beat 'em up ever. Supported by a humourous and 
original story line, they may be small but the bat- 
tle rages as hot as ever. Although originally billed 
as Pocket Fighters, Capcom's latest arcade 
scrapper is still every bit as bizarre as its titli 



CONTROLS 

Thanks to the simple single stick 
and three burton configuration 
(punch, kick, special), Super Gem 
Fighter is ridiculously easy for anyone to 
learn. Vet the game contains a deep 
level of strategy which can be achieved 
through mastery of special moves and 
combos. This simple but in-depth 
approach should allow both beginners 
and experts to enjoy the game. 





CUTE 81 FUNI 

The super-deformed characters from Super 
Puzzle Fighter n Turbo are back and ready 
to jump into the head-to-head fighting 
game arena! They're all over the screen 
with their insane moves and wacky anima 
tion but don't be deceived by its appe; 
this is one serious fighting game! Making 
their appearance in miniaturised form are 
Ryu, Ken, Chun Li, Sakura and Zangief 
from the Street Fighter Zero series; 
Morrigan, Felicia and Hsien-ko ■ 
from the DarkStalkers series 
Ibuki from Street Fighter III and 
Tessa from WarZard. 

GEMS! GEMS! GEMS! 

y collecting power gems players can 
enhance their existing special 
Watch your character's abilities increase 
dramatically in power and speed depend- 
ing on the gem's colour. You can collect youi 





gems or even steal gems from your opponent 
Laugh with joy as your opponent's 
attacks power-down after you 
steal their gems then use their 
wn gems against them by power- 
ing-up your own attacks! There 
are three types of gems: red, yel- 
low and blue. Depending on the 
colour their effects vary with dif- 
ferent special attacks being powered- 
up by different coloured gems. There 
are three levels of power-up that 
gems can give to the special attacks. 
All gems have a fixed time limit 
before they then disappear so it's 
vital that you use them during that period. 

COSTUME COMBOS! 

With well-timed punch and kick attacks you'll be 
able to execute an all-new Flash Combo. During 
this combo the player's attacks and costume are 

tantly changing. There are up to four continu- 
ous attacks in a combo. Each time you press a but- 
ton, your character's costume changes one after 
another along with the move! Every character has 
a complete set of costume changes. For example, 
Morrigan dresses as a nurse, Zangief dresses as a 
building site worker and Felicia dresses up as some 
of the other DarkStalkers characters. 

CAPCOM CAMEOS 

Check out the hilarious stage backgrounds. Hidden 
in all of the levels are loads of Capcom characters 
doing the most unexpected things in the most 
unexpected places. How many can you find? 



92 SEGA SATURN MAGAZINE 



IEEBE-35EEBS3S 



STREET FIGHTER 3: SECOND IMPACT 





Now characters, new situations, new techniques. Street 
r 3: Second Impact looks cool. 



The new generation has 
arrived... again! Yes, the 
finest animated fight- 
ing game in history 
has been improved 
even further with all new 
features and fine-tuned 
adjustments bringing the 
world of Street Fighter to life 
never before. Capcom has 
listened to player criticism of SF 
III and pushed the game to its 
limits. The results are amazing. 

NEW CHARACTERS 

Two all-new characters join 

the existing eleven next 

generation 

even more extreme 

fighting action. 

They are: 



URIEN: The Dark Horse 
Destzoyez. 

He was created to be a conqueror and an 
emperor. He possesses super human abilities 
and has even earned the trust of Gill (final 
Street Fighter III boss). However, a deadly 
desire to usurp Gill's power quietly burns in 
the back of his mind. Is he destined for eter- 
nal glory or ultimate destruction? 




the ultimate version of your favourite moves. 
(ii) Antagonise your opponent with a 
taunt. Each character has a new 

y and humiliate their 
opponent. 

(iii) Remastered special effects. 
Capcom has redrawn all the 
special effects! In addition, 
Capcom has increased the 
ber of animation frames to 
show amazing details right 
down to the drops of your 
character's 




SEGA SATURN MAGAZINE 93 



Hc|o|i|i1Ho1p|bNa|t|e|l| 



RIVAL SCHOOLS 




The most popular Capcom coir-op of the show and 
one that should please fans of Arika's Street 
Fighter EX. Welcome to the school of fighting, 
Polygon Fighting, high school style! Capcom's lat- 
est 3D fighting game is a non-stop battle, acceler- 
ated at 60 frames per second in high 
mode! Although only 54% complete it's already 
showing plenty of potential and is looking great. 
The game's story goes something like this: 
the turn of the century, high school students 
are being mysteriously kidnapped. The students 
oppose a powerful enemy that even the police 
can't touch and so they rise to the occasion to 
take matters into their own hands. Remember, 
it's your school, it's up to you to defend it! Show 
them what you've got by cutting loose your ener- 




gy and going for it! You must tear down the evil 
Justice Institute of Education! 

HIGH SCHOOL RIVALS 

There are four high schools each of which has three 
selectable students. Of course, being a Capcom game 
they aren't just ordinary students! 

GORIN 

This school has a sporting theme with all three stu- 
dents dressed in their respective sports gear. Choose 
from either volleyball, baseball or football. 

PACIFIC 

This is the American high school (the others being 
Japanese) which explains why one of the characters, 
Tiffany, is a very sexy cheer leader! 




i* 






* 




la 



Tan of SF: EX, Rival Schools Is right up your street. Loadsa cool characters and tag team two-player action. 




TAIYO 

The most normal looking students (by this game's 
standards anyway), including the Sakura look-a- 
like school girl, so they're probably red hot 

GEDO 

All the students look like high school drop-out 
juvenile delinquents. There's a huge school bully, 
a motor-bike thug and a punk with a knife. 

SKOOL RULES! 

Players choose two characters from the same 
school, one of which is the main character and the 
other is the support character. Usually you fight 
with one character while the other waits off 
screen. Players can swap between characters dur- 
ing the round. In addition, there are commands 
which allow you to bring the support character on 
while the main character is still there for a power- 
ful combination attack. 

There are between five to eight stages in the 
game, depending on the characters you choose 
and the way the story develops. The final goal is 
to thwart the sinister ambitions of the teachers at 
the evil Justice Institute of Education! 

CONTROLS 

Rival Schools uses Star Gladiators one stick and 
four buttons set-up (weak/strong punch, 
weak/strong kick). Using them in combination pro- 
duces a wide range of offensive and defensive capa- 
bilities as well as jumps and special movements. 

THE POWER OF YOOFI 

New to this game is the "Youth Gauge." As you fight 
and guard against attacks the gauge fills up. At the 
beginning of each stage it already has five points 
stocked in it. You can build it up to a maximum of 
nine points. Players can also cany the points over 
from one round to the next but you can't cany them 
over to the next stage. With the correct command 
sequence you can use these points to execute super 
combos (one point) and bring your support charac- 
ter on screen (two points). 



94 SEGA SATURN MAGAZINE 



COIlfSOPERATED 



EXTRA 



Last month's new Coin-Operated section was such a soaraway success with our readers that we're going to be 
bringing you the very latest arcade cheats, tips and special moves each and every month! Big thanks this issue g 
out to our top mates at AM1 for supplying us with some EXCLUSIVE House of the Dead secret stuff... 



As the greatest light gun shooter in existence (beat- 
ing even Virtua Cop in our opinion), House of the 
Dead is a truly frightening game. Shuffling zombies, 
weird mutated creatures and a creepy Resident Evil- 
style atmosphere make AMi's creation an arcade 
classic. Of course the good news is that Saturn c 
ers can look forward to a home version in early ' 
but until then here are a few cool cheats to test out 



KEY: L = Pull Player One's gun triggi 
R = Pull Player Two's gun triggi 



ai ia< ' -■ ■ 



Wow! Agents Tom Howgun and the mysterious G are now joined 
by the sultry Sophie. She sure is nimble little minx. 



Put your money in but don't start a 
new two-player game just yet. Instead, 
wait until the House of the Dead title 
screen appears. When it pops up, press 
the left and right gun triggers in the 
order specified below and then 
press the Start button to 
begin. When the game 
commences the 
desired the cheats 
entered below 

will be in effect 





NOTE! The follow- 
ing commands must 
be entered on the title 
n only. If you delay and the 
game demo continues none of the 
cheats will work. If you continue after 



losing lives then the 
changes will remain, but if the 
game finishes then you'll need to reen- "*""" ' 
ter the commands. The codes activate visual 
changes only! They don't affect the game play in 
any way so you'll still meet the real Sophie (threi 
Sophies in one room is pretty cool!) Likewise the 
character's voices don't alter either even when 
Tom Rowgun and G have been replaced by 
Sophie. However, all the in-game movie 
sequences will bi 



' -£ PLAYER ONE 

^^ Clothes Change (Agents Tom Rowgun and G 
■*ft* now wear trendy designer suits) 

£• ■ ,i ^,< Shoot in the following order: Left player. Left play- 
er, Right player, Left player, Left player. 



PLAYER TWO 
Clothes Change 



Shoot in the following order: Right player, Right 
player, Left player, Right player. Right player. 



■ '11 

1| 


N§f 




Rg. 













Keep an eye on your overall game score with this nifty cheat. 
Can you reach the 62,000 target and access more secrets? 





PLAYER ONE AND TWO 

Simultaneous clothes Change 

Shoot in the following order: Left player, Right play- 
er, Left player, Right player, Left player, Right player. 

PLAYER ONE 

Change into Sophie 

Shoot in the following order: Right player, Left play- 
er, Right player, Right player, Left player, Left player. 

PLAYER TWO 
Change into Sophie 

Shoot in the following order; Left player, Right play- 
er, Left player, Left player, Right player, 
Right player. 

PLAYER ONE AND TWO 

Change into Sophie 

Shoot in the following order: Left 
player, Right player, Right player, 
Left player, Left player, Right 

DISPLAY SCORE DURING GAME 

See how far you are from 

obtaining the game's 

62,000 point challenge... 

Shoot in the following order: Left 

player, Left player, Left player, Right player, Right player. 




SEGA SATURN MAGAZINE 95 







ISSUE #2 DEC 95 
Reviewed: Virtus Fig liter 2, 
Cop, firestorm: Thuoderhawk 2, 
Ki- Octane, Victory Boxing. Golden 
tie: The Duel, Mansion dF Hidden 
Souls, Hebereke's Popoito, 
CyberSpeedway. Showcased: 
Virtua Fighter 2. Firestorm, X- 
Msn: Children oF the Atom. 



Mystaria, Worms, Virtua Racing, 
Oft-World Interceptor. Showcases: 
Guardian Heroes, Mystaria, FIFA 
'96... plus all the secrets of Virtua 
Cop! Plus ultimate Sega Rally cov- 
erage... the BEST racing game! 



ISSUE 04 FEB 96 
Reviewed: Wing Arms. FIFA '96, 
Virtual Golf. Johnny Bazookatone, 
loshinden, Cyberia, Casper, 0, True 
Plnball, Wnrld Cup Golf. Showcases: 
Vampire Hunter/Street Fighter 
Alpha. and all the secret cheats of 
Sega Rally! Plus Panzer Zwei AHD 
part one of the VF2 Masterclass! 



ISSUE #5 MAR 96 
Reviewed: X-Men; Children of the 
Atom, Darius, Baku Baku Animal, 
HFL Quarterback Club. Hang On '96, 
Titan Wars. Showcases: Euro '96, 
Legend of Ttior, Street Fighter 
Alpha, X-Men, Guardian Heroes, 
Panzer Zwei! Plus: VF2 masterclass 
and Sega Rally gu 



ISSUE #6 APR 96 
Reviewed: WipEout. Magic Carpet. 
Street Fighter Alpha. Shellshock, 
Valora Valley Golf, Shiniog Wisdom, 
Gei. Showcases: Magic Carpet, Gun 
Griffon, MK3, Panzer Zwei, 
Dark Stalkers.' Vamp ire Hunter. Plus: 
Vf2 Masterclass part three AND a 
cool WipEout guide. 



ISSUE #7 MAV 96 

FREE! REVIEW AND TIPS BOOK! And! 
NiGHTS revealed! Reviews: Euro '96, 
Panzer Zwei, Delcon 5, The Horde, 
NislifMiniirs Vampire Hunter, 
Revolution X, Alone in the Dark 2, 
VF2 masterclass: the penultimate 
edition. WipEout guide part two. 
plus all the X-Men moves too! 




ISSUE #fl JUN 96 
Heart or Darkness featured... and 
it's still not out! Reviewed: Guardian 
Heroes, Ultimate Mortal tpmbat 3, 
In the Hunt. Discworld, JD 
lemmings. Showcases: Panzer Zwei 
final, HiCHTS. Guardian Heroes Final 
update. Full detailage on top games 
still worth buying today! 



ISSUE #9 JUL 96 

Full EJ report with first Cop 2 cov- 
erage! Reviewed: Loaded. Need For 
Speed, Shockwave Assault, Slg Hurt 
Baseball, BlackFire, WWF, Striker, 
Virtual Open Tennis, Ghen War. 
Showcases: Sonic X-freme (now 
canned!), VF Kids, Exhumed. Space 
Hulkandofi 



ISSOE #19 AUG 96 

NiGHTS: Sonic Team's amazing game 
Finally arrives! Reviewed: NiGHTS. 
Road Hash, Primal Rage, Slam and 
Jam, Starfighter 3000. Olympic 
Football, Sea Rass fishing. Pro 
Pinball. Showcases: Athlete Kings, 
VF Kids, Alien Trilogy. Also: 
Guardian Heroes Tips! 



ISSUE #11 SEP 96 
Amazing Candy Fighting Vipers 
Cover! Reviewed: VF Kids. Alien 
Trilogy, Athlete Kings, Eibomed, 
NBA Action, Space Hulk, Kern Flyiog 
Squadron, Bust-A-Move, Story oF 
Thar, PowerPlay Hockey. Showcases: 
Sega Ages, Cop 2, Soviet Strike. 
Plus: Shining Wisdom tips 



ISSUE #12 OCT 96 
Daytona CCE revealed! Reviewed: 
Worldwide Soccer '97. Fighting 
Vipers, Actua Golf, Destruction 
Derby, Blam! Machinehead. Bubble 
Bobble Pack, Highway 200G. Also 
included: Awesome NiGHTS guide 
that will blow you away. And! The 
dread arrival of The Master! 



ISSUE #13 NOV 96 

Amazing Street Fighter Alpha 2 cov- 
erage! Reviewed: Street lighter 
Alpha 2, World Series Baseball?, 
Tomb Raider, Earthworm Jim 2, 
Impact Racing. Showcases: Vipers 
part 2 plus programmer interview, 
Tomb Raider. Plos: tips to get you 
all the nay through Eihumed! 




ISSUE #14 OEC 96 
World's First Virtua Cop 2 Review! 
Also reviewed: Daytooa CCE, Amok, 
Street Racer, Hardcore Ax4, Chaos 
Control, Three Dirty Dwarves, 
Blazing Dragons. Crimewave, PGA 
GolF'97. Showcases: Cop 2, 
Christmas NIGHTS, Daytona CCE. 
Lobotomy Software Interviewed! 



ISSUE #15 JAN 97 
COVER CD WITH VIRTUAL ON. DAY- 
TOHA CCE. WOHLDWIDE SOCCER, 
TOMB RAIDER! Reviewed: Virtual Oo, 
Blast Chamber. NHL Hockey '97, 
Command and Cooquer, Sega Ages, 
Mighty Hits, Tetris Plus, Breakpoint, 
Krazy Ivan, Tunnel B1. Maddeo '97, 
Jewels ot the Oracle. 



ISSUE #16 FEB 97 
Amazing Fighters I 
Coverage! 16 pages ol small tips 
it's all in here! Reviewed: Sonic 3D 
Blast, HFL Quarterback Club '97. 
NBA Jam Eitreme, Toshinden UrU. 
Tempest 2000 . Batman Forever, Bug 
Too!, Dark Savior, Showcases: Bug 
Too! Tomb Raider guide part one! 



Revealed! 
Reviewed: Die Hard Arcade, 
Crusader. He-en, Die Hard Trilogy, 
Grid Run, Andretti Racing, Tilt, 
Soviet Strike. Showcases: Heien, 
Soviet Strike, Fighters MegaMii, Die 
Hard Arcade. Tips: Tomb Raider 
part two. Eihumed Team Dolls! 



ISSOE #TT HAH 97 
Mam TT Exclusively Revealed! 
Reviewed: Die Hard Arcade, 
Crusader. Hexeo, Die Hard Trilogy, 
Grid Run, Andretti Racing, Tilt, 
Soviet Strike. Showcases: Hexeo, 
Soviet Strike, Fighters MegaMix, Die 
Hard Arcade. Tips: Tomb Raider 
part two. Eihumed Team Dolls! 




ISSUE #20 JUN 97 
Last Bronx Revealed! More incredi- 
ble Quake! Reviewed: Fighters 
MegaMii, King oF Fighters 95. 
Pandemonium. Mr Bones. 
Mechwarrior 2, Scorcher, Shining 
the Holy Ark. Showcases: 
Pandemonium, Mechwarrior 2, 
Shining Holy Ark! Tips: MegaMk, Die 
Hard part three. Reien part one. 



#21 JOL 97 

WipEout 2097! Resident Evil/ Marvel 
Super Heroes exclusive! Reviewed: 
Jonah Lomu Rugby. Bait lest at ions, 
IDA. Actua Soccer Club Editioo. The 
Crow. Sooic Jam feature! Double 
AH3 interviews: arcade Top Skater, 
last Brooi! Tips: Shining Holy Ark 
part one, MegaMii part three, 
Heien part two! 



ISSOE #22 AOG 97 

Sonic R revealed! Special E3 Report! 
Reviewed: Scnic Jam, Dark Light 
Conflict, Dragon Force, WipEout 
2097. Previews: Quake, Marvel 
Super Heroes! Showcased: Dragon 
Force, Last Bronx, WipEout 2097. 
Enormous Resident Evil guide! Tips: 
Heien Final Part, Shining the Holy 
Ark Part 2. 



ISSUE #23 SEPT 97 
Marvel Super Heroes delusive! 
Reviewed: Resident Evil, Warcraft II, 
Williams' Greatest Hits, Discworld 2. 
Previews: louring Car, Grandia, Croc, 
Salamander Deluxe Pack! Showcased: 
Marvel Super Heroes, Resident Evil, 



ISSUE #24 OCT 97 

Panzer Dragoon Saga exposed! First la 

at Burning Bangers! Reviews: Duke 



laKarts. 

Showcased: Croc Duke Nukem 3D and 
Marvel Super Heroes. Coming Soon: 
Sonic R, Silhouette Mirage, Plus Last 
Bronx, Resident Evil and ' 



Grid Run, Andretti Racing, Tilt, 
Soviet Strike. Showcases: Hexen. 
Soviet Strike, Fighters MegaMii, Die 
Hard Arcade. Tips: Tomb Raider 
part two. Eihumed Team Dolls! 

Back Issues 

HOW TO ORDER: 



So as you can see, you can't 
afford to be without ONE issue of 
our fine periodical. In fact, you'd 



every issue you want, 
specifky the ISSUE NUMBER, the 
MONTH, and the YEAR. Each mag 
costs the princely sum of £4.50, 
including P&P. Make cheques 
payable to EMAP IMAGES LTD. 
Send away to SEGA SATURN 
BACK ISSUES, Tower Publishing, 
Sovereign Park, Leicester LE87 
4PA. Alternatively you can give 
then a call on: O1858 43535°- 



M, BMtj Soon: ■— — ■■■■■■■■■■■■■■■mihhhi 

Mirage. Plus last fU^3= tr-^f=' — Jl^'J 

I and Wpaout guides! \^^^jf^^iA 



OUT HOW 



MARVEL SUPER HEROES 

By Capcom 95% E44.99 

Okay... you've bought X-Meri: Children of 
the Atom, you own Street Fighter Alpha 
2. Just why should you bother with 
Marvel Super Heroes? Trie answer to that 
is simple: MSH is quite simply the most 
stunning 2D fighting game that you can 
own. The original arcade machine was 
the most advanced use of Capcom's pro- 
prietary CPS-II coin-op board - a 2D mon- 
ster that shouldn't be possible on any 
home machine. Despite this, Capcom 
have performed wonders in bringing the 
arcade game home. 



' 



For a start, all of the features from the 
coin-op are present. Just about all the 
graphics have been crammed into the 
Saturn with varying degrees of success. 
Whereas Spider-Man, Wolverine and all 
of the small characters are nigh-on 
identical to the arcade game, the likes 
of Blackheart and Juggernaut have suf- 
fered slightly. It doesn't really matter too 
much to be honest. And if you're really 
upset about it, you can always get a 
RAM cart from your local importer to 
sort out these extremely minor graphi- 
cal deficiencies. 

The Internet newsgroups have 
moaned consistently about slowdown in 




DUKE NUKEM 3D 

By Sega 97% E49.99 




Everyone knew that Lobotomy Software would do 
a great job converting across Duke Nukem 3D 
from PC to Saturn... but when you actually sit 
down with the final game and get busy, you can't 
help but get completely blown away by what 
Seattle's finest coders have achieved. 

For a start, every level from the PC version has made it across, virtually 
unchanged from the original. In fact, in some cases, the Saturn version looks better, 
thanks to the brilliant dynamic lighting effects that Lobotomy have added. Then 
there's the speed. The sheer fluidity of Saturn Duke will have you gasping with amaze- 
ment. Even Exhumed isn't as smooth (or indeed as detailed) as Duke. Oh, and the PAL 
version is full-screen, full-speed too - 
another great achievement from the 
Lobotomy masters. 

But the showpiece of the Duke 
Nukem experience is the gameplay - 
just the way the entire game gels 
together. The range of weapons, the 
puzzles and the monsters that you face 
as you race through the 30-odd levels is 
just incredible! 

The final icing on one of the most 
delicious cakes we have ever clapped 
eyes on is the addition of Lobotomy's 
multiplayer masterpiece. Death Tank! 
This game is reason enough to go out, 
buy a multitapand round up five mates 
for the ultimate in multiplayer gaming! 
Vou cannot avoid this game - to do so is 
to insult the Saturn and all it stands for! 
The decision is simple. Get the cash 
together, purchase this game and feel 
the power! 




the game, but to be honest, this is a non- 
issue if you aren't using the RAM cart. So 
our advice is simple: sit back and enjoy 
the most brilliant Capcom fighting game 
on the market. Fighting game purists 
may prefer Street Fighter Alpha 2 or King 
of Fighters, but for the average Saturn 
owner who wants the best characters, 
the best graphics and the most accessi- 
ble gameplay, you can't help but choose 
Marvel Super Heroes as the superior 
fighting experience. GET IT NOW! If it 
wasn't for the appearance of Duke 
Nukem this month, MSH would easily be 
Came of the Month! 



LAST BRONX 

By Sega 92% £44.99 



AM3S first fighting foray was a celebrat- 
ed arcade experience in Japan - a graphi- 
cally brilliant slugfest featuring brutal 
weapons and violent, psychotic urban 
warriors. And it's frankly amazing just 
how close the Saturn version is, 

Last Bronx is the first fighting 
game since Virtua Fighter 2 to feature 
amazing high resolution visuals run- 
ning constantly at 60 frames per sec- 
ond. What's more, it's the first fighting 
game that actually surpasses VF2's 
stunning graphics: some of the 3D 
backgrounds are simply mind-blowing. 

As a gameplay experience. Last 
Bronx is vastly different to VF and 
Fighting Vipers. In fact, it's probably 
closer to the Tekken series in terms of 
gameplay. However, the classiness of 
Last Bronx derives from the moves - this 
is quite clearly the most violent fighting 
game we've seen to date - Kurosawa 
(the man with the large stick) in partic- 
ular stands out as a completely nasty 
piece of work. 

The usual meticulous Sega work 
has been carried out in making PAL Last 
Bronx every bit as good as the NTSC orig- 
inal. Additionally, the game has been 
toughened up beyond all measure when 
compared to the Japanese import ver- 
sion. Last Bronx only comes on one disc 
in the UK as opposed to the Training 
Mode extra CD the Japanese received. 
However, all of the good stuff from the 
second disc (such as a combo training 
mode) has been ported onto the basic 
one disc package. So that's cool then. 

Overall, Last Bronx is amazing. It 
surpasses VF2 and Fighters MegaMix in 
terms of graphics and if you're a fight fan 




after a new Saturn experience, this game 
is the one for you. However, if you just 
want the best 3D fighting game, look at 
MegaMix and VF2 first. 



FRANKENSTEIN 

By Interplay £39.99 76% 



After the initial surprise generated by a 
completed Saturn game arriving with 
no prior warning whatsoever, even 
stranger events took place when we 
realised it was not the usual scrolling 
beat 'em up that we normally expect 
from a licensed game, but one of those 
interactive puzzle games that PC own- 
ers seem to like so much. 

Frankenstein's monster is the star of 
the game, and players find themselves 
waking up in the body of said monster, 
without a clue as to what's happening 
If 5 a very original idea to be honest - 
there's no plot or explanation as such to 
start with, it's just a case of examining 
each location for interesting items and 
waiting for the story to unfold. Clicking 
on parts of the scenery or curious looking 
objects usually turns up something help- 
ful, or some background information 
about the Doctor, and the mad scientist 
himself is on hand in the digitised form 
of top actor and quite-famous-bloke Tim 
Curry, who pops up with handy explana- 




tions and tips to break up the large num- 
ber of still screens that make up the 
game's visuals. 

The graphics are a clever mix of 
still backgrounds with the occasional 
digitised clip shown over the top, which 
surprisingly works rather well. Click on 
some papers left lying on a table for 
example, and the Doctor suddenly 
appears and warns you to keep your 
prying eyes to yourself. 

After exploring the castle, players 
encounter the first puzzles - trying to acti- 
vate Frankenstein's lightning storage 
machine is one of them, and it's quite fun 
throwing switches and seeing what hap- 
pens, but these moments area bit too far 
apart to really raise the interest level. 

As it is, Frankenstein is just about 
bearable, and puzzle game fans may 
well enjoy the more cerebral challenge 
it presents, but I am contractually oblig- 
ed to say that the majority of Saturn 
owners will find this rather heavy going, 
and should seek out more stimulating 
leisure software. 



SEGA SATURN MAGAZINE 97 



Introducin 



HERC'S ADVENTURES 





Fans of Konami's old Zombies Ate My 
Neighbours will be well at home with Here's 
Adventures. The concept is nlgh-on identical 
(bar the setting) and the exact same team 
behind the old M egad rive and Super NES classic 
coded up this new game. 



Although better known for its quality Star Wars-themed titles, LucasArts 
has been producing awesome graphical adventures for longer than most 
of our readers have been breathing. With such legendary titles as Indiana 
Jones and the Fate of Atlantis, Monkey Island and Day of the Tentacle under its 
belt, LucasArts has a proven track record when it comes to delivering humourous, 
slick and playable adventure games. 

In an effort to further expand its talents, LucasArts has recently completed 
work on Here's Adventures, a sprawling cartoon-tinged game that at first glance 
could almost be mistaken for a Disney title (by the way, there's no connection to 
Disney's forthcoming Hercules animated film or PlayStation game). The difference 
here is that LucasArts has foregone the text-heavy elements of its past games and 
concentrated on more light-hearted and action-packed moments. The result is a a 
witty and enjoyable Saturn title that mixes puzzle -solving and sword play with 
magical powers and Greek mythology. Although Here's Adventures doesn't exactly 
push the Saturn's hardware to the limit, it's clear that LucasArts has exploited the 
machine's proven 2D abilities to produce incredible animations whether they 
monstrous giants or sultry sirens. Players explore a series of increasingly bizarre 
worlds on a quest to stop the devious Hades from stealing Spring. With super 
human strength and the odd magical weapon or two, Here battles barbarians, sea 
serpents, Cyclops and Ray Harryhausen-style skeletons in order to save the day. 

Already out in the US, Here's Adventures was due to be released in the UK in 
September by Virgin Interactive. However, a slimming down of the company's 
Saturn titles means that this impressive LucasArts game has slipped into "release 
limbo." With Virgin handing some titles to Sega (witness Resident Evil) and com- 
pletely ignoring others (MegaMan X4), it remains to be seen whether Here's 
Adventures will ever see the light of day over here. 

If you're lucky enough to own an import machine (or an adapted PAL Saturn), 
we definitely recommend picking up a US version of the game. If you're a player 
who recognises quality programming and enjoys tongue-in-cheek humour, Here's 
Adventures is definitely for you. 



Here's Adventures has been brought about 
mostly due to the upsurge in popularity of the 
mythical character, thanks to the enjoyable 
Hercules: The Legendary Journeys TV show. 




Dear Newsagent , 

SEGA SATURN MAGAZINE If s more than just a mere " maga- 
zine", it is an essential part of my very being -as important as 
breathing, no less. So please put tilts fine journal aside for me 
on a monthly basis. That's if you stock it, of course. 



NAME 
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